﻿<?xml version="1.0"?>
<doc>
	<assembly>
		<name>UnityEngine</name>
	</assembly>
	<members>
		<member name="T:UnityEngine.AudioListener">
			<summary>Representation of a listener in 3D space.</summary>
		</member>
		<member name="T:UnityEngine.JointDrive">
			<summary>How the joint's movement will behave along its local X axis.</summary>
		</member>
		<member name="T:UnityEngine.StackTraceUtility">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.AndroidJavaException">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.UnityException">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.AudioListener.volume">
			<summary>Controls the game sound volume (0.0 to 1.0).</summary>
		</member>
		<member name="T:UnityEngine.CharacterJoint">
			<summary>Character Joints are mainly used for Ragdoll effects. They are an extended ball-socket joint which allows you to limit the joint on each axis.</summary>
		</member>
		<member name="P:UnityEngine.AudioListener.pause">
			<summary>The paused state of the audio system.</summary>
		</member>
		<member name="T:UnityEngine.AssetBundle">
			<summary>AssetBundles let you stream additional assets via the WWW class and instantiate them at runtime. AssetBundles are created via BuildPipeline.BuildAssetBundle.</summary>
		</member>
		<member name="T:UnityEngine.ConfigurableJointMotion">
			<summary>Constrains movement for a ConfigurableJoint along the 6 axes.</summary>
		</member>
		<member name="T:UnityEngine.LightmapsMode">
			<summary>Single, dual, or directional lightmaps rendering mode.</summary>
		</member>
		<member name="T:UnityEngine.TouchScreenKeyboard">
			<summary>Interface into the native iPhone and Android on-screen keyboards - it is not available on other platforms.</summary>
		</member>
		<member name="P:UnityEngine.AudioListener.velocityUpdateMode">
			<summary>This lets you set whether the Audio Listener should be updated in the fixed or dynamic update.</summary>
		</member>
		<member name="T:UnityEngine.RotationDriveMode">
			<summary>Control ConfigurableJoint's rotation with either X &amp; YZ or Slerp Drive.</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.text">
			<summary>Returns the text displayed by the input field of the keyboard.</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.hideInput">
			<summary>Will text input field above the keyboard be hidden when the keyboard is on screen?</summary>
		</member>
		<member name="T:UnityEngine.ColorSpace">
			<summary>Valid color spaces.</summary>
		</member>
		<member name="T:UnityEngine.AndroidJavaProxy">
			<summary>This class can be used to implement any java interface. Any java vm method invocation matching the interface on the proxy object will automatically be passed to the c# implementation.</summary>
		</member>
		<member name="T:UnityEngine.ConfigurableJoint">
			<summary>The configurable joint is an extremely flexible joint giving you complete control over rotation and linear motion.</summary>
		</member>
		<member name="T:UnityEngine.ProceduralOutputType">
			<summary>The type of generated image in a ProceduralMaterial.</summary>
		</member>
		<member name="F:UnityEngine.AndroidJavaProxy.javaInterface">
			<summary>Java interface implemented by the proxy.</summary>
		</member>
		<member name="T:UnityEngine.ConstantForce">
			<summary>A force applied constantly.</summary>
		</member>
		<member name="T:UnityEngine.HideFlags">
			<summary>Bit mask that controls object destruction and visibility in inspectors.</summary>
		</member>
		<member name="T:UnityEngine.SendMessageOptions">
			<summary>Options for how to send a message.</summary>
		</member>
		<member name="T:UnityEngine.CollisionDetectionMode">
			<summary>The collision detection mode constants used for Rigidbody.collisionDetectionMode.</summary>
		</member>
		<member name="T:UnityEngine.LightProbes">
			<summary>Stores light probes for the scene.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaProxy.Invoke(System.String,System.Object[])">
			<summary>Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method.</summary>
		</member>
		<member name="P:UnityEngine.LightProbes.positions">
			<summary>Positions of the baked light probes.</summary>
		</member>
		<member name="T:UnityEngine.Collider">
			<summary>A base class of all colliders.</summary>
		</member>
		<member name="M:UnityEngine.AudioListener.GetOutputData(System.Int32,System.Int32)">
			<summary>Returns a block of the listener (master)'s output data.</summary>
		</member>
		<member name="P:UnityEngine.Collider.enabled">
			<summary>Enabled Colliders will collide with other colliders, disabled Colliders won't.</summary>
		</member>
		<member name="P:UnityEngine.LightProbes.coefficients">
			<summary>Coefficients of the baked light probes. The coefficients represent a 3-band RGB spherical harmonics probe, with a total of 27 floats per light probe, laid out: rgbrgbrgb...</summary>
		</member>
		<member name="T:UnityEngine.MissingComponentException">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.AudioListener.GetOutputData(System.Single[],System.Int32)">
			<summary>Returns a block of the listener (master)'s output data.</summary>
		</member>
		<member name="P:UnityEngine.Collider.attachedRigidbody">
			<summary>The rigidbody the collider is attached to.</summary>
		</member>
		<member name="M:UnityEngine.AudioListener.GetSpectrumData(System.Int32,System.Int32,UnityEngine.FFTWindow)">
			<summary>Returns a block of the listener (master)'s spectrum data.</summary>
		</member>
		<member name="P:UnityEngine.Collider.isTrigger">
			<summary>Is the collider a trigger?</summary>
		</member>
		<member name="P:UnityEngine.LightProbes.count">
			<summary>The number of light probes.</summary>
		</member>
		<member name="M:UnityEngine.AudioListener.GetSpectrumData(System.Single[],System.Int32,UnityEngine.FFTWindow)">
			<summary>Returns a block of the listener (master)'s spectrum data.</summary>
		</member>
		<member name="P:UnityEngine.Collider.material">
			<summary>The material used by the collider.</summary>
		</member>
		<member name="P:UnityEngine.LightProbes.cellCount">
			<summary>The number of cells (tetrahedra + outer cells) the space is divided to.</summary>
		</member>
		<member name="T:UnityEngine.FFTWindow">
			<summary>Spectrum analysis windowing types.</summary>
		</member>
		<member name="P:UnityEngine.Collider.sharedMaterial">
			<summary>The shared physic material of this collider.</summary>
		</member>
		<member name="T:UnityEngine.UnassignedReferenceException">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.active">
			<summary>Is the keyboard visible or sliding into the position on the screen?</summary>
		</member>
		<member name="T:UnityEngine.PrimitiveType">
			<summary>The various primitives that can be created using the GameObject.CreatePrimitive function.</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.done">
			<summary>Specifies if input process was finished. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.AndroidJavaProxy.Invoke(System.String,UnityEngine.AndroidJavaObject[])">
			<summary>Called by the java vm whenever a method is invoked on the java proxy interface. You can override this to run special code on method invokation, or you can leave the implementation as is, and leave the default behavior which is to look for c# methods matching the signature of the java method.</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.wasCanceled">
			<summary>Specifies if input process was canceled. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Collider.bounds">
			<summary>The world space bounding volume of the collider.</summary>
		</member>
		<member name="T:UnityEngine.AndroidJavaObject">
			<summary>AndroidJavaObject is the Unity representation of a generic instance of java.lang.Object.</summary>
		</member>
		<member name="T:UnityEngine.AudioRolloffMode">
			<summary>Rolloff modes that a 3D sound can have in an audio source.</summary>
		</member>
		<member name="T:UnityEngine.MissingReferenceException">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.Space">
			<summary>The coordinate space in which to operate.</summary>
		</member>
		<member name="M:UnityEngine.LightProbes.GetInterpolatedLightProbe(UnityEngine.Vector3,UnityEngine.Renderer,System.Single[])">
			<summary>Returns spherical harmonics coefficients of a light probe at the given position. The light probe is interpolated from the light probes baked.</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.area">
			<summary>Returns portion of the screen which is covered by the keyboard.</summary>
		</member>
		<member name="T:UnityEngine.ProceduralPropertyDescription">
			<summary>Describes a ProceduralProperty.</summary>
		</member>
		<member name="T:UnityEngine.LayerMask">
			<summary>LayerMask allow you to display the LayerMask popup menu in the inspector.</summary>
		</member>
		<member name="P:UnityEngine.TouchScreenKeyboard.visible">
			<summary>Returns true whenever any keyboard is completely visible on the screen.</summary>
		</member>
		<member name="P:UnityEngine.LayerMask.value">
			<summary>Converts a layer mask value to an integer value.</summary>
		</member>
		<member name="T:UnityEngine.AudioSource">
			<summary>A representation of audio sources in 3D.</summary>
		</member>
		<member name="T:UnityEngine.TextEditor">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.LayerMask.LayerToName(System.Int32)">
			<summary>Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the Tag Manager.</summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.pos">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.AudioSource.volume">
			<summary>The volume of the audio source (0.0 to 1.0).</summary>
		</member>
		<member name="M:UnityEngine.LayerMask.NameToLayer(System.String)">
			<summary>Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the Tag Manager.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.name">
			<summary>The name of the ProceduralProperty. Used to get and set the values.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.selectPos">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.AudioSource.pitch">
			<summary>The pitch of the audio source.</summary>
		</member>
		<member name="T:UnityEngine.LightmapSettings">
			<summary>Stores lightmaps of the scene.</summary>
		</member>
		<member name="M:UnityEngine.LayerMask.GetMask(System.String[])">
			<summary>Given a set of layer names as defined by either a Builtin or a User Layer in the Tag Manager, returns the equivalent layer mask for all of them.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.controlID">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.AudioSource.time">
			<summary>Playback position in seconds.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.label">
			<summary>The label of the ProceduralProperty. Can contain space and be overall more user-friendly than the 'name' member.</summary>
		</member>
		<member name="P:UnityEngine.LightmapSettings.lightmaps">
			<summary>Lightmap array.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.content">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.AudioSource.timeSamples">
			<summary>Playback position in PCM samples.</summary>
		</member>
		<member name="T:UnityEngine.RuntimePlatform">
			<summary>The platform application is running. Returned by Application.platform.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.group">
			<summary>The name of the GUI group. Used to display ProceduralProperties in groups.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.style">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.AudioSource.clip">
			<summary>The default AudioClip to play.</summary>
		</member>
		<member name="P:UnityEngine.LightmapSettings.lightmapsMode">
			<summary>Single, Dual or Directional lightmaps rendering mode.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.position">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.AudioSource.isPlaying">
			<summary>Is the clip playing right now (Read Only)?</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.type">
			<summary>The ProceduralPropertyType describes what type of property this is.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.multiline">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.LightmapSettings.bakedColorSpace">
			<summary>Color space of the lightmap.</summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean,System.Boolean)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.hasHorizontalCursorPos">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.LightmapSettings.lightProbes">
			<summary>Holds all data needed by the light probes.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.loop">
			<summary>Is the audio clip looping?</summary>
		</member>
		<member name="M:UnityEngine.Collider.ClosestPointOnBounds(UnityEngine.Vector3)">
			<summary>The closest point to the bounding box of the attached collider.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.ignoreListenerVolume">
			<summary>This makes the audio source not take into account the volume of the audio listener.</summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.isPasswordField">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.AndroidJavaClass">
			<summary>AndroidJavaClass is the Unity representation of a generic instance of java.lang.Class.</summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.scrollOffset">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.hasRange">
			<summary>If true, the Float or Vector property is constrained to values within a specified range.</summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.graphicalCursorPos">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.minimum">
			<summary>If hasRange is true, minimum specifies the minimum allowed value for this Float or Vector property.</summary>
		</member>
		<member name="F:UnityEngine.TextEditor.graphicalSelectCursorPos">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.TouchScreenKeyboard.Open(System.String,UnityEngine.TouchScreenKeyboardType,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.String)">
			<summary>Opens the native keyboard provided by OS on the screen.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.playOnAwake">
			<summary>If set to true, the audio source will automatically start playing on awake.</summary>
		</member>
		<member name="M:UnityEngine.Collider.Raycast(UnityEngine.Ray,UnityEngine.RaycastHit&,System.Single)">
			<summary>Casts a Ray that ignores all Colliders except this one.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.maximum">
			<summary>If hasRange is true, maximum specifies the maximum allowed value for this Float or Vector property.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.ignoreListenerPause">
			<summary>Allows AudioSource to play even though AudioListener.pause is set to true. This is useful for the menu element sounds or background music in pause menus.</summary>
		</member>
		<member name="T:UnityEngine.BoxCollider">
			<summary>A box-shaped primitive collider.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.step">
			<summary>Specifies the step size of this Float or Vector property. Zero is no step.</summary>
		</member>
		<member name="T:UnityEngine.GeometryUtility">
			<summary>Utility class for common geometric functions.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.velocityUpdateMode">
			<summary>Whether the Audio Source should be updated in the fixed or dynamic update.</summary>
		</member>
		<member name="P:UnityEngine.BoxCollider.center">
			<summary>The center of the box, measured in the object's local space.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.panLevel">
			<summary>Sets how much the 3d engine has an effect on the channel.</summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.enumOptions">
			<summary>The available options for a ProceduralProperty of type Enum.</summary>
		</member>
		<member name="P:UnityEngine.TextEditor.hasSelection">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.ProceduralPropertyDescription.componentLabels">
			<summary>The names of the individual components of a Vector2/3/4 ProceduralProperty.</summary>
		</member>
		<member name="P:UnityEngine.BoxCollider.size">
			<summary>The size of the box, measured in the object's local space.</summary>
		</member>
		<member name="M:UnityEngine.GeometryUtility.CalculateFrustumPlanes(UnityEngine.Camera)">
			<summary>Calculates frustum planes.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.bypassEffects">
			<summary>Bypass effects (Applied from filter components or global listener filters).</summary>
		</member>
		<member name="T:UnityEngine.ThreadSafeAttribute">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.AudioSource.bypassListenerEffects">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.GeometryUtility.CalculateFrustumPlanes(UnityEngine.Matrix4x4)">
			<summary>Calculates frustum planes.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.bypassReverbZones">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.AudioSource.dopplerLevel">
			<summary>Sets the Doppler scale for this AudioSource.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.spread">
			<summary>Sets the spread angle a 3d stereo or multichannel sound in speaker space.</summary>
		</member>
		<member name="T:UnityEngine.iPhoneGeneration">
			<summary>iPhone device generation.</summary>
		</member>
		<member name="T:UnityEngine.AssemblyIsEditorAssembly">
			<summary>Assembly level attribute. Any classes in an assembly with this attribute will be considered to be Editor Classes.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.OnFocus()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.AudioSource.priority">
			<summary>Sets the priority of the AudioSource.</summary>
		</member>
		<member name="T:UnityEngine.ProceduralMaterial">
			<summary>Class for ProceduralMaterial handling.</summary>
		</member>
		<member name="P:UnityEngine.AudioSource.mute">
			<summary>Un- / Mutes the AudioSource. Mute sets the volume=0, Un-Mute restore the original volume.</summary>
		</member>
		<member name="M:UnityEngine.GeometryUtility.TestPlanesAABB(UnityEngine.Plane[],UnityEngine.Bounds)">
			<summary>Returns true if bounds are inside the plane array.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.OnLostFocus()">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.FilterMode">
			<summary>Filtering mode for textures. Corresponds to the settings in a texture inspector.</summary>
		</member>
		<member name="T:UnityEngine.ScreenOrientation">
			<summary>Describes screen orientation.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.cacheSize">
			<summary>Set or get the Procedural cache budget.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.animationUpdateRate">
			<summary>Set or get the update rate in millisecond of the animated substance.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.isProcessing">
			<summary>Check if the ProceduralTextures from this ProceduralMaterial are currently being rebuilt.</summary>
		</member>
		<member name="T:UnityEngine.SystemLanguage">
			<summary>The language the user's operating system is running in. Returned by Application.systemLanguage.</summary>
		</member>
		<member name="T:UnityEngine.SphereCollider">
			<summary>A sphere-shaped primitive collider.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.isCachedDataAvailable">
			<summary>Indicates whether cached data is available for this ProceduralMaterial's textures (only relevant for Cache and DoNothingAndCache loading behaviors).</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.isLoadTimeGenerated">
			<summary>Should the ProceduralMaterial be generated at load time?</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.HandleKeyEvent(UnityEngine.Event)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.loadingBehavior">
			<summary>Get ProceduralMaterial loading behavior.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.DeleteLineBack()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.SphereCollider.center">
			<summary>The center of the sphere, measured in the object's local space.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.DeleteWordBack()">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.TextureWrapMode">
			<summary>Wrap mode for textures.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.DeleteWordForward()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.SphereCollider.radius">
			<summary>The radius of the sphere, measured in the object's local space.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.Delete()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.TextEditor.CanPaste()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.AudioSource.minDistance">
			<summary>Within the Min distance the AudioSource will cease to grow louder in volume.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.Backspace()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.AudioSource.maxDistance">
			<summary>(Logarithmic rolloff) MaxDistance is the distance a sound stops attenuating at.</summary>
		</member>
		<member name="T:UnityEngine.NPOTSupport">
			<summary>NPOT textures support.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectAll()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.AudioSource.pan">
			<summary>Sets a channels pan position linearly. Only works for 2D clips.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectNone()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.AudioSource.rolloffMode">
			<summary>Sets/Gets how the AudioSource attenuates over distance.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.isSupported">
			<summary>Check if ProceduralMaterials are supported on the current platform.</summary>
		</member>
		<member name="T:UnityEngine.TextureFormat">
			<summary>Format of a texture. Used when creating textures from scripts.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.DeleteSelection()">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhone">
			<summary>First generation device.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.ReplaceSelection(System.String)">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.Screen">
			<summary>Access to display information.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.Insert(System.Char)">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhone3G">
			<summary>Second generation.</summary>
		</member>
		<member name="P:UnityEngine.Screen.resolutions">
			<summary>All fullscreen resolutions supported by the monitor (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.substanceProcessorUsage">
			<summary>Used to specify the Substance engine CPU usage.</summary>
		</member>
		<member name="P:UnityEngine.Screen.currentResolution">
			<summary>The current screen resolution (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Screen.showCursor">
			<summary>Should the cursor be visible?</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhone3GS">
			<summary>Third generation.</summary>
		</member>
		<member name="P:UnityEngine.Screen.lockCursor">
			<summary>Should the cursor be locked?</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveSelectionToAltCursor()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Screen.width">
			<summary>The current width of the screen window in pixels (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveRight()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Screen.height">
			<summary>The current height of the screen window in pixels (Read Only).</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPodTouch1Gen">
			<summary>iPod Touch, first generation.</summary>
		</member>
		<member name="P:UnityEngine.Screen.dpi">
			<summary>The current DPI of the screen / device (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveLeft()">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPodTouch2Gen">
			<summary>iPod Touch, second generation.</summary>
		</member>
		<member name="P:UnityEngine.Screen.fullScreen">
			<summary>Is the game running fullscreen?</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPodTouch3Gen">
			<summary>iPod Touch, third generation.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveUp()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Screen.autorotateToPortrait">
			<summary>Allow auto-rotation to portrait?</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPad1Gen">
			<summary>iPad, first generation.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.Play(System.UInt64)">
			<summary>Plays the clip with an optional certain delay.</summary>
		</member>
		<member name="P:UnityEngine.Screen.autorotateToPortraitUpsideDown">
			<summary>Allow auto-rotation to portrait, upside down?</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveDown()">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhone4">
			<summary>Fourth generation.</summary>
		</member>
		<member name="P:UnityEngine.Screen.autorotateToLandscapeLeft">
			<summary>Allow auto-rotation to landscape left?</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveLineStart()">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPodTouch4Gen">
			<summary>iPod Touch, fourth generation.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.preset">
			<summary>Set or get an XML string of "input/value" pairs (setting the preset rebuilds the textures).</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveLineEnd()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.ProceduralMaterial.isReadable">
			<summary>Set or get the "Readable" flag for a ProceduralMaterial.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPad2Gen">
			<summary>iPad, second generation.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveGraphicalLineStart()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralPropertyDescriptions()">
			<summary>Get an array of descriptions of all the ProceduralProperties this ProceduralMaterial has.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveGraphicalLineEnd()">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhone4S">
			<summary>Fifth generation.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.Play()">
			<summary>Plays the clip with an optional certain delay.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.HasProceduralProperty(System.String)">
			<summary>Checks if the ProceduralMaterial has a ProceduralProperty of a given name.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveTextStart()">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPad3Gen">
			<summary>iPad, third generation.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.PlayDelayed(System.Single)">
			<summary>Plays the clip with a delay specified in seconds. Users are advised to use this function instead of the old Play(delay) function that took a delay specified in samples relative to a reference rate of 44.1 kHz as an argument.</summary>
		</member>
		<member name="P:UnityEngine.Screen.autorotateToLandscapeRight">
			<summary>Allow auto-rotation to landscape right?</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveTextEnd()">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.MeshCollider">
			<summary>A mesh collider allows you to do collision detection between meshes and primitives.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhone5">
			<summary>iPhone5.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralBoolean(System.String)">
			<summary>Get a named Procedural boolean property.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.PlayScheduled(System.Double)">
			<summary>Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveParagraphForward()">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPodTouch5Gen">
			<summary>iPod Touch, fifth generation.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.SetProceduralBoolean(System.String,System.Boolean)">
			<summary>Set a named Procedural boolean property.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.SetScheduledStartTime(System.Double)">
			<summary>Changes the time at which a sound that has already been scheduled to play will start.</summary>
		</member>
		<member name="P:UnityEngine.MeshCollider.sharedMesh">
			<summary>The mesh object used for collision detection.</summary>
		</member>
		<member name="P:UnityEngine.Screen.orientation">
			<summary>Specifies logical orientation of the screen.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveParagraphBackward()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralFloat(System.String)">
			<summary>Get a named Procedural float property.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPadMini1Gen">
			<summary>iPadMini, first generation.</summary>
		</member>
		<member name="P:UnityEngine.MeshCollider.convex">
			<summary>Use a convex collider from the mesh.</summary>
		</member>
		<member name="P:UnityEngine.Screen.sleepTimeout">
			<summary>A power saving setting, allowing the screen to dim some time after the last active user interaction.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveCursorToPosition(UnityEngine.Vector2)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.MeshCollider.smoothSphereCollisions">
			<summary>Uses interpolated normals for sphere collisions instead of flat polygonal normals.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPad4Gen">
			<summary>iPad, fourth generation.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.SetScheduledEndTime(System.Double)">
			<summary>Changes the time at which a sound that has already been scheduled to play will end. Notice that depending on the timing not all rescheduling requests can be fulfilled.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveAltCursorToPosition(UnityEngine.Vector2)">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.SetProceduralFloat(System.String,System.Single)">
			<summary>Set a named Procedural float property.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.Stop()">
			<summary>Stops playing the clip.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhone5C">
			<summary>iPhone 5C.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.IsOverSelection(UnityEngine.Vector2)">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralVector(System.String)">
			<summary>Get a named Procedural vector property.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.Pause()">
			<summary>Pauses playing the clip.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectToPosition(UnityEngine.Vector2)">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhone5S">
			<summary>iPhone 5S.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.SetProceduralVector(System.String,UnityEngine.Vector4)">
			<summary>Set a named Procedural vector property.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectLeft()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectRight()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Screen.SetResolution(System.Int32,System.Int32,System.Boolean,System.Int32)">
			<summary>Switches the screen resolution.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPad5Gen">
			<summary>iPad Air (fifth generation).</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectUp()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.AudioSource.PlayOneShot(UnityEngine.AudioClip,System.Single)">
			<summary>Plays an AudioClip, and scales the AudioSource volume by volumeScale.</summary>
		</member>
		<member name="M:UnityEngine.Screen.SetResolution(System.Int32,System.Int32,System.Boolean)">
			<summary>Switches the screen resolution.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPadMini2Gen">
			<summary>iPadMini Retina (second generation).</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralColor(System.String)">
			<summary>Get a named Procedural color property.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectDown()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.AudioSource.PlayOneShot(UnityEngine.AudioClip)">
			<summary>Plays an AudioClip, and scales the AudioSource volume by volumeScale.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhone6">
			<summary>iPhone 6.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.SetProceduralColor(System.String,UnityEngine.Color)">
			<summary>Set a named Procedural color property.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectTextEnd()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.AudioSource.PlayClipAtPoint(UnityEngine.AudioClip,UnityEngine.Vector3)">
			<summary>Plays an AudioClip at a given position in world space.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhone6Plus">
			<summary>iPhone 6 Plus.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectTextStart()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.AudioSource.PlayClipAtPoint(UnityEngine.AudioClip,UnityEngine.Vector3,System.Single)">
			<summary>Plays an AudioClip at a given position in world space.</summary>
		</member>
		<member name="T:UnityEngine.CapsuleCollider">
			<summary>A capsule-shaped primitive collider.</summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPhoneUnknown">
			<summary>Yet unknown iPhone.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralEnum(System.String)">
			<summary>Get a named Procedural enum property.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MouseDragSelectsWholeWords(System.Boolean)">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPadUnknown">
			<summary>Yet unknown iPad.</summary>
		</member>
		<member name="P:UnityEngine.CapsuleCollider.center">
			<summary>The center of the capsule, measured in the object's local space.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.DblClickSnap(UnityEngine.TextEditor/DblClickSnapping)">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.iPhoneGeneration.iPodTouchUnknown">
			<summary>Yet unknown iPodTouch.</summary>
		</member>
		<member name="T:UnityEngine.LogType">
			<summary>The type of the log message in the delegate registered with Application.RegisterLogCallback.</summary>
		</member>
		<member name="T:UnityEngine.Event">
			<summary>A UnityGUI event.</summary>
		</member>
		<member name="T:UnityEngine.CubemapFace">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.SetProceduralEnum(System.String,System.Int32)">
			<summary>Set a named Procedural enum property.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveWordRight()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.CapsuleCollider.radius">
			<summary>The radius of the sphere, measured in the object's local space.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveToStartOfNextWord()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveToEndOfPreviousWord()">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.KeyCode">
			<summary>Key codes returned by Event.keyCode. These map directly to a physical key on the keyboard.</summary>
		</member>
		<member name="P:UnityEngine.CapsuleCollider.height">
			<summary>The height of the capsule meased in the object's local space.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectToStartOfNextWord()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetProceduralTexture(System.String)">
			<summary>Get a named Procedural texture property.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectToEndOfPreviousWord()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.SetProceduralTexture(System.String,UnityEngine.Texture2D)">
			<summary>Set a named Procedural texture property.</summary>
		</member>
		<member name="P:UnityEngine.CapsuleCollider.direction">
			<summary>The direction of the capsule.</summary>
		</member>
		<member name="T:UnityEngine.DeviceType">
			<summary>Enumeration for SystemInfo.deviceType, denotes a coarse grouping of kinds of devices.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.IsProceduralPropertyCached(System.String)">
			<summary>Checks if a named ProceduralProperty is cached for efficient runtime tweaking.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.CacheProceduralProperty(System.String,System.Boolean)">
			<summary>Specifies if a named ProceduralProperty should be cached for efficient runtime tweaking.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.FindStartOfNextWord(System.Int32)">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.RenderTextureFormat">
			<summary>Format of a RenderTexture.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.ClearCache()">
			<summary>Clear the Procedural cache.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.MoveWordLeft()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectWordRight()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectWordLeft()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.TextEditor.ExpandSelectGraphicalLineStart()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.RebuildTextures()">
			<summary>Triggers an asynchronous rebuild of this ProceduralMaterial's dirty textures.</summary>
		</member>
		<member name="T:UnityEngine.SleepTimeout">
			<summary>Constants for special values of Screen.sleepTimeout.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.RebuildTexturesImmediately()">
			<summary>Triggers an immediate (synchronous) rebuild of this ProceduralMaterial's dirty textures.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.ExpandSelectGraphicalLineEnd()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.StopRebuilds()">
			<summary>Discard all the queued ProceduralMaterial rendering operations that have not started yet.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectGraphicalLineStart()">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.SystemInfo">
			<summary>Access system information.</summary>
		</member>
		<member name="T:UnityEngine.WheelFrictionCurve">
			<summary>WheelFrictionCurve is used by the WheelCollider to describe friction properties of the wheel tire.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectGraphicalLineEnd()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectParagraphForward()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.operatingSystem">
			<summary>Operating system name with version (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.RenderTextureReadWrite">
			<summary>Read write mode of a RenderTexture.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectParagraphBackward()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.processorType">
			<summary>Processor name (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectCurrentWord()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SelectCurrentParagraph()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.WheelFrictionCurve.extremumSlip">
			<summary>Extremum point slip (default 1).</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.GetOutputData(System.Int32,System.Int32)">
			<summary>Returns a block of the currently playing source's output data.</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.UpdateScrollOffsetIfNeeded()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.WheelFrictionCurve.extremumValue">
			<summary>Force at the extremum slip (default 20000).</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.GetOutputData(System.Single[],System.Int32)">
			<summary>Returns a block of the currently playing source's output data.</summary>
		</member>
		<member name="P:UnityEngine.WheelFrictionCurve.asymptoteSlip">
			<summary>Asymptote point slip (default 2).</summary>
		</member>
		<member name="F:UnityEngine.RenderTextureReadWrite.sRGB">
			<summary>sRGB reads and writes to this render texture.</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.GetSpectrumData(System.Int32,System.Int32,UnityEngine.FFTWindow)">
			<summary>Returns a block of the currently playing source's spectrum data.</summary>
		</member>
		<member name="P:UnityEngine.WheelFrictionCurve.asymptoteValue">
			<summary>Force at the asymptote slip (default 10000).</summary>
		</member>
		<member name="T:UnityEngine.GL">
			<summary>Low-level graphics library.</summary>
		</member>
		<member name="P:UnityEngine.WheelFrictionCurve.stiffness">
			<summary>Multiplier for the extremumValue and asymptoteValue values (default 1).</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.processorCount">
			<summary>Number of processors present (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.AudioSource.GetSpectrumData(System.Single[],System.Int32,UnityEngine.FFTWindow)">
			<summary>Returns a block of the currently playing source's spectrum data.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.systemMemorySize">
			<summary>Amount of system memory present (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.DrawCursor(System.String)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsMemorySize">
			<summary>Amount of video memory present (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsDeviceName">
			<summary>The name of the graphics device (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.SaveBackup()">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.AudioReverbPreset">
			<summary>Reverb presets used by the Reverb Zone class and the audio reverb filter.</summary>
		</member>
		<member name="T:UnityEngine.ImplementedInActionScriptAttribute">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.TextEditor.Undo()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsDeviceVendor">
			<summary>The vendor of the graphics device (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.Cut()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.TextEditor.Copy()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetGeneratedTextures()">
			<summary>Get generated textures.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsDeviceID">
			<summary>The identifier code of the graphics device (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.ProceduralMaterial.GetGeneratedTexture(System.String)">
			<summary>This allows to get a reference to a ProceduralTexture generated by a ProceduralMaterial using its name.</summary>
		</member>
		<member name="T:UnityEngine.MeshRenderer">
			<summary>Renders meshes inserted by the MeshFilter or TextMesh.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsDeviceVendorID">
			<summary>The identifier code of the graphics device vendor (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.Paste()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsDeviceVersion">
			<summary>The graphics API version supported by the graphics device (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.ProceduralTexture">
			<summary>Class for ProceduralTexture handling.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsShaderLevel">
			<summary>Graphics device shader capability level (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.TextEditor.ClampPos()">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.Social">
			<summary>Generic access to the Social API.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralTexture.hasAlpha">
			<summary>Check whether the ProceduralMaterial that generates this ProceduralTexture is set to an output format with an alpha channel.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.graphicsPixelFillrate">
			<summary>Approximate pixel fill-rate of the graphics device (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.TextGenerationSettings">
			<summary>A struct that stores the settings for TextGeneration.</summary>
		</member>
		<member name="P:UnityEngine.ProceduralTexture.format">
			<summary>The format of the pixel data in the texture (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsShadows">
			<summary>Are built-in shadows supported? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Social.localUser">
			<summary>The local user (potentially not logged in).</summary>
		</member>
		<member name="M:UnityEngine.ProceduralTexture.GetProceduralOutputType()">
			<summary>The output type of this ProceduralTexture.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsRenderTextures">
			<summary>Are render textures supported? (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.StaticBatchingUtility">
			<summary>StaticBatchingUtility can prepare your objects to take advantage of Unity's static batching.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsRenderToCubemap">
			<summary>Are cubemap render textures supported? (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.StaticBatchingUtility.Combine(UnityEngine.GameObject)">
			<summary>Combine will prepare all children of the staticBatchRoot for static batching.</summary>
		</member>
		<member name="M:UnityEngine.ProceduralTexture.GetPixels32(System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Grab pixel values from a ProceduralTexture.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsImageEffects">
			<summary>Are image effects supported? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supports3DTextures">
			<summary>Are 3D (volume) textures supported? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsComputeShaders">
			<summary>Are compute shaders supported? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsInstancing">
			<summary>Is GPU draw call instancing supported? (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.StaticBatchingUtility.Combine(UnityEngine.GameObject[],UnityEngine.GameObject)">
			<summary>Combine will prepare all children of the staticBatchRoot for static batching.</summary>
		</member>
		<member name="T:UnityEngine.WheelHit">
			<summary>Contact information for the wheel, reported by WheelCollider.</summary>
		</member>
		<member name="T:UnityEngine.SpriteAlignment">
			<summary>How a Sprite's graphic rectangle is aligned with its pivot point.</summary>
		</member>
		<member name="T:UnityEngine.ImageEffectTransformsToLDR">
			<summary>When using HDR rendering it can sometime be desirable to switch to LDR rendering during ImageEffect rendering.</summary>
		</member>
		<member name="M:UnityEngine.Social.LoadUsers(System.String[],System.Action`1<UnityEngine.SocialPlatforms.IUserProfile[]>)">
			<summary>Load the user profiles accociated with the given array of user IDs.</summary>
		</member>
		<member name="M:UnityEngine.Social.ReportProgress(System.String,System.Double,System.Action`1<System.Boolean>)">
			<summary>Reports the progress of an achievement.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsSparseTextures">
			<summary>Are sparse textures supported? (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Social.LoadAchievementDescriptions(System.Action`1<UnityEngine.SocialPlatforms.IAchievementDescription[]>)">
			<summary>Loads the achievement descriptions accociated with this application.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportedRenderTargetCount">
			<summary>How many simultaneous render targets (MRTs) are supported? (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Social.LoadAchievements(System.Action`1<UnityEngine.SocialPlatforms.IAchievement[]>)">
			<summary>Load the achievements the logged in user has already achieved or reported progress on.</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.collider">
			<summary>The other Collider the wheel is hitting.</summary>
		</member>
		<member name="M:UnityEngine.Social.ReportScore(System.Int64,System.String,System.Action`1<System.Boolean>)">
			<summary>Report a score to a specific leaderboard.</summary>
		</member>
		<member name="T:UnityEngine.TextGenerator">
			<summary>Class that can be used to generate text for rendering.</summary>
		</member>
		<member name="T:UnityEngine.ImageEffectOpaque">
			<summary>Any Image Effect with this attribute will be rendered after opaque geometry but before transparent geometry.</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.point">
			<summary>The point of contact between the wheel and the ground.</summary>
		</member>
		<member name="T:UnityEngine.Texture">
			<summary>Base class for texture handling. Contains functionality that is common to both Texture2D and RenderTexture classes.</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.normal">
			<summary>The normal at the point of contact.</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.forwardDir">
			<summary>The direction the wheel is pointing in.</summary>
		</member>
		<member name="T:UnityEngine.SpritePackingMode">
			<summary>Sprite packing modes for the Sprite Packer.</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.sidewaysDir">
			<summary>The sideways direction of the wheel.</summary>
		</member>
		<member name="M:UnityEngine.Social.LoadScores(System.String,System.Action`1<UnityEngine.SocialPlatforms.IScore[]>)">
			<summary>Load a default set of scores from the given leaderboard.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsStencil">
			<summary>Is the stencil buffer supported? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.force">
			<summary>The magnitude of the force being applied for the contact.</summary>
		</member>
		<member name="M:UnityEngine.Social.CreateLeaderboard()">
			<summary>Create an ILeaderboard instance.</summary>
		</member>
		<member name="M:UnityEngine.Social.CreateAchievement()">
			<summary>Create an IAchievement instance.</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.forwardSlip">
			<summary>Tire slip in the rolling direction. Acceleration slip is negative, braking slip is positive.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.npotSupport">
			<summary>What NPOT (ie, non-power of two resolution) support does the GPU provide? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.verts">
			<summary>Array of generated vertices.</summary>
		</member>
		<member name="M:UnityEngine.Social.ShowAchievementsUI()">
			<summary>Show a default/system view of the games achievements.</summary>
		</member>
		<member name="P:UnityEngine.WheelHit.sidewaysSlip">
			<summary>Tire slip in the sideways direction.</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.characters">
			<summary>Array of generated characters.</summary>
		</member>
		<member name="M:UnityEngine.Social.ShowLeaderboardUI()">
			<summary>Show a default/system view of the games leaderboards.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.deviceUniqueIdentifier">
			<summary>A unique device identifier. It is guaranteed to be unique for every device (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.lines">
			<summary>Information about each generated text line.</summary>
		</member>
		<member name="P:UnityEngine.Texture.width">
			<summary>Width of the texture in pixels. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.deviceName">
			<summary>The user defined name of the device (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Texture.height">
			<summary>Height of the texture in pixels. (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.AudioReverbZone">
			<summary>Reverb Zones are used when you want to create location based ambient effects in the scene.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.deviceModel">
			<summary>The model of the device (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.SpritePackingRotation">
			<summary>Sprite rotation modes for the Sprite Packer.</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.extents">
			<summary>Extends of generated text area.</summary>
		</member>
		<member name="P:UnityEngine.Texture.filterMode">
			<summary>Filtering mode of the texture.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.minDistance">
			<summary>The distance from the centerpoint that the reverb will have full effect at. Default = 10.0.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsAccelerometer">
			<summary>Is an accelerometer available on the device?</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.rectExtents">
			<summary>Extents of the generated text in rect format.</summary>
		</member>
		<member name="P:UnityEngine.Texture.anisoLevel">
			<summary>Anisotropic filtering level of the texture.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.maxDistance">
			<summary>The distance from the centerpoint that the reverb will not have any effect. Default = 15.0.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsGyroscope">
			<summary>Is a gyroscope available on the device?</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.vertexCount">
			<summary>Number of vertices generated.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.reverbPreset">
			<summary>Set/Get reverb preset properties.</summary>
		</member>
		<member name="T:UnityEngine.SpriteMeshType">
			<summary>Defines the type of mesh generated for a sprite.</summary>
		</member>
		<member name="P:UnityEngine.Texture.wrapMode">
			<summary>Wrap mode (Repeat or Clamp) of the texture.</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.characterCount">
			<summary>The number of characters that have been generated.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.room">
			<summary>Room effect level (at mid frequencies).</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsLocationService">
			<summary>Is the device capable of reporting its location?</summary>
		</member>
		<member name="P:UnityEngine.TextGenerator.lineCount">
			<summary>Number of text lines generated.</summary>
		</member>
		<member name="P:UnityEngine.Texture.mipMapBias">
			<summary>Mip map bias of the texture.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.supportsVibration">
			<summary>Is the device capable of providing the user haptic feedback by vibration?</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.roomHF">
			<summary>Relative room effect level at high frequencies.</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.Invalidate()">
			<summary>Mark the text generator as invalid. This will force a full text generation the next time Populate is called.</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.Populate(System.String,UnityEngine.TextGenerationSettings)">
			<summary>Will generate the vertices and other data for the given string with the given settings.</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.GetVerts(UnityEngine.UIVertex[])">
			<summary>Populate the given array with UIVertex.</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.GetCharacters(UnityEngine.UICharInfo[])">
			<summary>Populate the given array with UICharInfo.</summary>
		</member>
		<member name="M:UnityEngine.TextGenerator.GetLines(UnityEngine.UILineInfo[])">
			<summary>Populate the given array with UILineInfo.</summary>
		</member>
		<member name="T:UnityEngine.TrackedReference">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.TrackedReference.Equals(System.Object)">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.TrackedReference.GetHashCode()">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.WWW">
			<summary>Simple access to web pages.</summary>
		</member>
		<member name="P:UnityEngine.WWW.responseHeaders">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.WWW.text">
			<summary>Returns the contents of the fetched web page as a string (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.WWW.bytes">
			<summary>Returns the contents of the fetched web page as a byte array (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.WWW.error">
			<summary>Returns an error message if there was an error during the download (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.WWW.texture">
			<summary>Returns a Texture2D generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.WWW.textureNonReadable">
			<summary>Returns a non-readable Texture2D generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.WWW.audioClip">
			<summary>Returns a AudioClip generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.WWW.movie">
			<summary>Returns a MovieTexture generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.WWW.isDone">
			<summary>Is the download already finished? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.WWW.progress">
			<summary>How far has the download progressed (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.WWW.uploadProgress">
			<summary>How far has the upload progressed (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.WWW.bytesDownloaded">
			<summary>The number of bytes downloaded by this WWW query (read only).</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.roomLF">
			<summary>Relative room effect level at low frequencies.</summary>
		</member>
		<member name="P:UnityEngine.WWW.url">
			<summary>The URL of this WWW request (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.decayTime">
			<summary>Reverberation decay time at mid frequencies.</summary>
		</member>
		<member name="P:UnityEngine.WWW.assetBundle">
			<summary>Streams an AssetBundle that can contain any kind of asset from the project folder.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.decayHFRatio">
			<summary>High-frequency to mid-frequency decay time ratio.</summary>
		</member>
		<member name="P:UnityEngine.WWW.threadPriority">
			<summary>Priority of AssetBundle decompression thread.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.reflections">
			<summary>Early reflections level relative to room effect.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.deviceType">
			<summary>Returns the kind of device the application is running on.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.reflectionsDelay">
			<summary>Initial reflection delay time.</summary>
		</member>
		<member name="P:UnityEngine.SystemInfo.maxTextureSize">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.reverb">
			<summary>Late reverberation level relative to room effect.</summary>
		</member>
		<member name="T:UnityEngine.WheelCollider">
			<summary>A special collider for vehicle wheels.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.center">
			<summary>The center of the wheel, measured in the object's local space.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.radius">
			<summary>The radius of the wheel, measured in local space.</summary>
		</member>
		<member name="T:UnityEngine.PropertyAttribute">
			<summary>Base class to derive custom property attributes from. Use this to create custom attributes for script variables.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.suspensionDistance">
			<summary>Maximum extension distance of wheel suspension, measured in local space.</summary>
		</member>
		<member name="M:UnityEngine.WWW.EscapeURL(System.String)">
			<summary>Escapes characters in a string to ensure they are URL-friendly.</summary>
		</member>
		<member name="M:UnityEngine.WWW.EscapeURL(System.String,System.Text.Encoding)">
			<summary>Escapes characters in a string to ensure they are URL-friendly.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.suspensionSpring">
			<summary>The parameters of wheel's suspension. The suspension attempts to reach a target position.</summary>
		</member>
		<member name="M:UnityEngine.WWW.UnEscapeURL(System.String)">
			<summary>Converts URL-friendly escape sequences back to normal text.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.mass">
			<summary>The mass of the wheel. Must be larger than zero.</summary>
		</member>
		<member name="T:UnityEngine.ContextMenuItemAttribute">
			<summary>Use this attribute to add a context menu to a field that calls a  named method.</summary>
		</member>
		<member name="M:UnityEngine.WWW.UnEscapeURL(System.String,System.Text.Encoding)">
			<summary>Converts URL-friendly escape sequences back to normal text.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.forwardFriction">
			<summary>Properties of tire friction in the direction the wheel is pointing in.</summary>
		</member>
		<member name="F:UnityEngine.ContextMenuItemAttribute.name">
			<summary>The name of the context menu item.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.sidewaysFriction">
			<summary>Properties of tire friction in the sideways direction.</summary>
		</member>
		<member name="M:UnityEngine.SystemInfo.SupportsRenderTextureFormat(UnityEngine.RenderTextureFormat)">
			<summary>Is render texture format supported?</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.motorTorque">
			<summary>Motor torque on the wheel axle. Positive or negative depending on direction.</summary>
		</member>
		<member name="F:UnityEngine.ContextMenuItemAttribute.function">
			<summary>The name of the function that should be called.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.brakeTorque">
			<summary>Brake torque. Must be positive.</summary>
		</member>
		<member name="M:UnityEngine.Texture.SetGlobalAnisotropicFilteringLimits(System.Int32,System.Int32)">
			<summary>Sets Anisotropic limits.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.reverbDelay">
			<summary>Late reverberation delay time relative to initial reflection.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.steerAngle">
			<summary>Steering angle in degrees, always around the local y-axis.</summary>
		</member>
		<member name="T:UnityEngine.TooltipAttribute">
			<summary>Specify a tooltip for a field.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.isGrounded">
			<summary>Indicates whether the wheel currently collides with something (Read Only).</summary>
		</member>
		<member name="F:UnityEngine.TooltipAttribute.tooltip">
			<summary>The tooltip text.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.roomRolloffFactor">
			<summary>Like rolloffscale in global settings, but for reverb room size effect.</summary>
		</member>
		<member name="P:UnityEngine.WheelCollider.rpm">
			<summary>Current wheel axle rotation speed, in rotations per minute (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.diffusion">
			<summary>Value that controls the echo density in the late reverberation decay.</summary>
		</member>
		<member name="T:UnityEngine.SpaceAttribute">
			<summary>Use this PropertyAttribute to add some spacing in the Inspector.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbZone.density">
			<summary>Value that controls the modal density in the late reverberation decay.</summary>
		</member>
		<member name="T:UnityEngine.Sprite">
			<summary>Represents a Sprite object for use in 2D gameplay.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.bounds">
			<summary>Bounds of the Sprite, specified by its center and extents in world space units.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.rect">
			<summary>Location of the Sprite on the original Texture, specified in pixels.</summary>
		</member>
		<member name="M:UnityEngine.WWW.GetAudioClip(System.Boolean)">
			<summary>Returns an AudioClip generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="F:UnityEngine.SpaceAttribute.height">
			<summary>The spacing in pixels.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.texture">
			<summary>Get the reference to the used texture. If packed this will point to the atlas, if not packed will point to the source sprite.</summary>
		</member>
		<member name="M:UnityEngine.WWW.GetAudioClip(System.Boolean,System.Boolean)">
			<summary>Returns an AudioClip generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Sprite.textureRect">
			<summary>Get the rectangle this sprite uses on its texture. Raises an exception if this sprite is tightly packed in an atlas.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.textureRectOffset">
			<summary>Gets the offset of the rectangle this sprite uses on its texture to the original sprite bounds. If sprite mesh type is FullRect, offset is zero.</summary>
		</member>
		<member name="M:UnityEngine.WWW.GetAudioClip(System.Boolean,System.Boolean,UnityEngine.AudioType)">
			<summary>Returns an AudioClip generated from the downloaded data (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Sprite.packed">
			<summary>Returns true if this Sprite is packed in an atlas.</summary>
		</member>
		<member name="T:UnityEngine.WaitForSeconds">
			<summary>Suspends the coroutine execution for the given amount of seconds.</summary>
		</member>
		<member name="M:UnityEngine.WWW.LoadImageIntoTexture(UnityEngine.Texture2D)">
			<summary>Replaces the contents of an existing Texture2D with an image from the downloaded data.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.packingMode">
			<summary>If Sprite is packed (see Sprite.packed), returns its SpritePackingMode.</summary>
		</member>
		<member name="M:UnityEngine.Texture.GetNativeTexturePtr()">
			<summary>Retrieve native ('hardware') pointer to a texture.</summary>
		</member>
		<member name="T:UnityEngine.WaitForFixedUpdate">
			<summary>Waits until next fixed frame rate update function. See Also: FixedUpdate.</summary>
		</member>
		<member name="T:UnityEngine.HeaderAttribute">
			<summary>Use this PropertyAttribute to add a header above some fields in the Inspector.</summary>
		</member>
		<member name="T:UnityEngine.WaitForEndOfFrame">
			<summary>Waits until the end of the frame after all cameras and GUI is rendered, just before displaying the frame on screen.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.packingRotation">
			<summary>If Sprite is packed (see Sprite.packed), returns its SpritePackingRotation.</summary>
		</member>
		<member name="M:UnityEngine.Texture.GetNativeTextureID()">
			<summary>Retrieve native ('hardware') handle to a texture.</summary>
		</member>
		<member name="F:UnityEngine.HeaderAttribute.header">
			<summary>The header text.</summary>
		</member>
		<member name="T:UnityEngine.Texture2D">
			<summary>Class for texture handling.</summary>
		</member>
		<member name="P:UnityEngine.Sprite.border">
			<summary>Returns the border sizes of the sprite.</summary>
		</member>
		<member name="T:UnityEngine.Coroutine">
			<summary>MonoBehaviour.StartCoroutine returns a Coroutine. Instances of this class are only used to reference these coroutines and do not hold any exposed properties or functions.</summary>
		</member>
		<member name="P:UnityEngine.Texture2D.mipmapCount">
			<summary>How many mipmap levels are in this texture (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Texture2D.format">
			<summary>The format of the pixel data in the texture (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.WWW.GetTextureFromURL(System.String)">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2,System.Single,System.UInt32,UnityEngine.SpriteMeshType,UnityEngine.Vector4)">
			<summary>Create a new Sprite object.</summary>
		</member>
		<member name="T:UnityEngine.RangeAttribute">
			<summary>Attribute used to make a float or int variable in a script be restricted to a specific range.</summary>
		</member>
		<member name="P:UnityEngine.Texture2D.alphaIsTransparency">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2,System.Single,System.UInt32,UnityEngine.SpriteMeshType)">
			<summary>Create a new Sprite object.</summary>
		</member>
		<member name="T:UnityEngine.DisallowMultipleComponent">
			<summary>Prevents MonoBehaviour of same type (or subtype) to be added more than once to a GameObject.</summary>
		</member>
		<member name="F:UnityEngine.RangeAttribute.min">
			<summary></summary>
		</member>
		<member name="F:UnityEngine.RangeAttribute.max">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.MultilineAttribute">
			<summary>Attribute to make a string be edited with a multi-line textfield.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.CreateExternalTexture(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean,System.Boolean,System.IntPtr)">
			<summary>Creates Unity Texture on top of already inited native texture object.</summary>
		</member>
		<member name="F:UnityEngine.MultilineAttribute.lines">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2,System.Single,System.UInt32)">
			<summary>Create a new Sprite object.</summary>
		</member>
		<member name="T:UnityEngine.RequireComponent">
			<summary>The RequireComponent attribute lets automatically add required component as a dependency.</summary>
		</member>
		<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2,System.Single)">
			<summary>Create a new Sprite object.</summary>
		</member>
		<member name="M:UnityEngine.Sprite.Create(UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2)">
			<summary>Create a new Sprite object.</summary>
		</member>
		<member name="M:UnityEngine.WheelCollider.GetGroundHit(UnityEngine.WheelHit&)">
			<summary>Gets ground collision data for the wheel.</summary>
		</member>
		<member name="T:UnityEngine.RaycastHit">
			<summary>Structure used to get information back from a raycast.</summary>
		</member>
		<member name="T:UnityEngine.AddComponentMenu">
			<summary>The AddComponentMenu attribute allows you to place a script anywhere in the "Component" menu, instead of just the "Component-&gt;Scripts" menu.</summary>
		</member>
		<member name="M:UnityEngine.WWW.LoadUnityWeb()">
			<summary>Loads the new web player data file.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.UpdateExternalTexture(System.IntPtr)">
			<summary>Updates Unity Texture to use different native texture object.</summary>
		</member>
		<member name="P:UnityEngine.AddComponentMenu.componentOrder">
			<summary>The order of the component in the component menu (lower is higher to the top).</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixel(System.Int32,System.Int32,UnityEngine.Color)">
			<summary>Sets pixel color at coordinates (x,y).</summary>
		</member>
		<member name="T:UnityEngine.AudioLowPassFilter">
			<summary>The Audio Low Pass Filter filter passes low frequencies of an.</summary>
		</member>
		<member name="T:UnityEngine.ContextMenu">
			<summary>The ContextMenu attribute allows you to add commands to the context menu.</summary>
		</member>
		<member name="M:UnityEngine.WWW.LoadFromCacheOrDownload(System.String,System.Int32)">
			<summary>Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.point">
			<summary>The impact point in world space where the ray hit the collider.</summary>
		</member>
		<member name="T:UnityEngine.SpriteRenderer">
			<summary>Renders a Sprite for 2D graphics.</summary>
		</member>
		<member name="T:UnityEngine.TextAreaAttribute">
			<summary>Attribute to make a string be edited with a height-flexible and scrollable text area.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixel(System.Int32,System.Int32)">
			<summary>Returns pixel color at coordinates (x, y).</summary>
		</member>
		<member name="P:UnityEngine.AudioLowPassFilter.cutoffFrequency">
			<summary>Lowpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.normal">
			<summary>The normal of the surface the ray hit.</summary>
		</member>
		<member name="M:UnityEngine.WWW.LoadFromCacheOrDownload(System.String,System.Int32,System.UInt32)">
			<summary>Loads an AssetBundle with the specified version number from the cache. If the AssetBundle is not currently cached, it will automatically be downloaded and stored in the cache for future retrieval from local storage.</summary>
		</member>
		<member name="P:UnityEngine.SpriteRenderer.sprite">
			<summary>The Sprite to render.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixelBilinear(System.Single,System.Single)">
			<summary>Returns filtered pixel color at normalized coordinates (u, v).</summary>
		</member>
		<member name="F:UnityEngine.TextAreaAttribute.minLines">
			<summary>The minimum amount of lines the text area will use.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.barycentricCoordinate">
			<summary>The barycentric coordinate of the triangle we hit.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels(UnityEngine.Color[])">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="P:UnityEngine.AudioLowPassFilter.lowpassResonaceQ">
			<summary>Determines how much the filter's self-resonance is dampened.</summary>
		</member>
		<member name="P:UnityEngine.SpriteRenderer.color">
			<summary>Rendering color for the Sprite graphic.</summary>
		</member>
		<member name="T:UnityEngine.ExecuteInEditMode">
			<summary>Makes a script execute in edit mode.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.distance">
			<summary>The distance from the ray's origin to the impact point.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels(UnityEngine.Color[],System.Int32)">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="T:UnityEngine.iPhone">
			<summary>Interface into iPhone specific functionality.</summary>
		</member>
		<member name="F:UnityEngine.TextAreaAttribute.maxLines">
			<summary>The maximum amount of lines the text area can show before it starts using a scrollbar.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels(System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color[],System.Int32)">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.triangleIndex">
			<summary>The index of the triangle that was hit.</summary>
		</member>
		<member name="T:UnityEngine.HideInInspector">
			<summary>Makes a variable not show up in the inspector but be serialized.</summary>
		</member>
		<member name="P:UnityEngine.iPhone.generation">
			<summary>The generation of the device. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.textureCoord">
			<summary>The uv texture coordinate at the impact point.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels(System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color[])">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="T:UnityEngine.ScriptableObject">
			<summary>A class you can derive from if you want to create objects that don't need to be attached to game objects.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels32(UnityEngine.Color32[],System.Int32)">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="P:UnityEngine.iPhone.vendorIdentifier">
			<summary>Vendor ID.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.textureCoord2">
			<summary>The secondary uv texture coordinate at the impact point.</summary>
		</member>
		<member name="P:UnityEngine.iPhone.advertisingIdentifier">
			<summary>Advertising ID.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.SetPixels32(UnityEngine.Color32[])">
			<summary>Set a block of pixel colors.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.lightmapCoord">
			<summary>The uv lightmap coordinate at the impact point.</summary>
		</member>
		<member name="T:UnityEngine.Security">
			<summary>Webplayer security related class.</summary>
		</member>
		<member name="P:UnityEngine.iPhone.advertisingTrackingEnabled">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.AudioHighPassFilter">
			<summary>The Audio High Pass Filter passes high frequencies of an AudioSource and.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.LoadImage(System.Byte[])">
			<summary>Loads an image from a byte array.</summary>
		</member>
		<member name="M:UnityEngine.ScriptableObject.CreateInstance(System.String)">
			<summary>Creates an instance of a scriptable object with className.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.LoadRawTextureData(System.Byte[])">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.ScriptableObject.CreateInstance(System.Type)">
			<summary>Creates an instance of a scriptable object with className.</summary>
		</member>
		<member name="M:UnityEngine.iPhone.SetNoBackupFlag(System.String)">
			<summary>Set file flag to be excluded from iCloud/iTunes backup.</summary>
		</member>
		<member name="P:UnityEngine.AudioHighPassFilter.cutoffFrequency">
			<summary>Highpass cutoff frequency in hz. 10.0 to 22000.0. Default = 5000.0.</summary>
		</member>
		<member name="M:UnityEngine.iPhone.ResetNoBackupFlag(System.String)">
			<summary>Reset "no backup" file flag: file will be synced with iCloud/iTunes backup and can be deleted by OS in low storage situations.</summary>
		</member>
		<member name="M:UnityEngine.ScriptableObject.CreateInstance()">
			<summary>Creates an instance of a scriptable object with className.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixels()">
			<summary>Get a block of pixel colors.</summary>
		</member>
		<member name="P:UnityEngine.AudioHighPassFilter.highpassResonaceQ">
			<summary>Determines how much the filter's self-resonance isdampened.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.collider">
			<summary>The Collider that was hit.</summary>
		</member>
		<member name="T:UnityEngine.ResourceRequest">
			<summary>Asynchronous load request for assets in the Resources folder.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixels(System.Int32)">
			<summary>Get a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixels(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Get a block of pixel colors.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.rigidbody">
			<summary>The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixels(System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Get a block of pixel colors.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixels32(System.Int32)">
			<summary>Get a block of pixel colors in Color32 format.</summary>
		</member>
		<member name="T:UnityEngine.AudioDistortionFilter">
			<summary>The Audio Distortion Filter distorts the sound from an AudioSource or.</summary>
		</member>
		<member name="P:UnityEngine.RaycastHit.transform">
			<summary>The Transform of the rigidbody or collider that was hit.</summary>
		</member>
		<member name="T:UnityEngine.ADBannerView">
			<summary>ADBannerView is a wrapper around the ADBannerView class found in the Apple iAd framework and is only available on iOS.</summary>
		</member>
		<member name="P:UnityEngine.ResourceRequest.asset">
			<summary>Asset object being loaded (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.GetPixels32()">
			<summary>Get a block of pixel colors in Color32 format.</summary>
		</member>
		<member name="P:UnityEngine.AudioDistortionFilter.distortionLevel">
			<summary>Distortion value. 0.0 to 1.0. Default = 0.5.</summary>
		</member>
		<member name="M:UnityEngine.Security.LoadAndVerifyAssembly(System.Byte[],System.String)">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.Resources">
			<summary>The Resources class allows you to find and access Objects including assets.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.Apply(System.Boolean,System.Boolean)">
			<summary>Actually apply all previous SetPixel and SetPixels changes.</summary>
		</member>
		<member name="M:UnityEngine.Security.LoadAndVerifyAssembly(System.Byte[])">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Texture2D.Apply(System.Boolean)">
			<summary>Actually apply all previous SetPixel and SetPixels changes.</summary>
		</member>
		<member name="T:UnityEngine.AudioEchoFilter">
			<summary>The Audio Echo Filter repeats a sound after a given Delay, attenuating.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.Apply()">
			<summary>Actually apply all previous SetPixel and SetPixels changes.</summary>
		</member>
		<member name="P:UnityEngine.AudioEchoFilter.delay">
			<summary>Echo delay in ms. 10 to 5000. Default = 500.</summary>
		</member>
		<member name="M:UnityEngine.Resources.FindObjectsOfTypeAll(System.Type)">
			<summary>Returns a list of all objects of Type type.</summary>
		</member>
		<member name="P:UnityEngine.AudioEchoFilter.decayRatio">
			<summary>Echo decay per delay. 0 to 1. 1.0 = No decay, 0.0 = total decay (i.e. simple 1 line delay). Default = 0.5.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.Resize(System.Int32,System.Int32,UnityEngine.TextureFormat,System.Boolean)">
			<summary>Resizes the texture.</summary>
		</member>
		<member name="M:UnityEngine.Resources.FindObjectsOfTypeAll()">
			<summary>Returns a list of all objects of Type type.</summary>
		</member>
		<member name="P:UnityEngine.AudioEchoFilter.dryMix">
			<summary>Volume of original signal to pass to output. 0.0 to 1.0. Default = 1.0.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.Resize(System.Int32,System.Int32)">
			<summary>Resizes the texture.</summary>
		</member>
		<member name="M:UnityEngine.Resources.Load(System.String)">
			<summary>Loads an asset stored at path in a Resources folder.</summary>
		</member>
		<member name="P:UnityEngine.AudioEchoFilter.wetMix">
			<summary>Volume of echo signal to pass to output. 0.0 to 1.0. Default = 1.0.</summary>
		</member>
		<member name="M:UnityEngine.Resources.Load(System.String)">
			<summary>Loads an asset stored at path in a Resources folder.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.Compress(System.Boolean)">
			<summary>Compress texture into DXT format.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.PackTextures(UnityEngine.Texture2D[],System.Int32,System.Int32,System.Boolean)">
			<summary>Packs multiple Textures into a texture atlas.</summary>
		</member>
		<member name="T:UnityEngine.WWWForm">
			<summary>Helper class to generate form data to post to web servers using the WWW class.</summary>
		</member>
		<member name="M:UnityEngine.Security.PrefetchSocketPolicy(System.String,System.Int32)">
			<summary>Prefetch the webplayer socket security policy from a non-default port number.</summary>
		</member>
		<member name="M:UnityEngine.Security.PrefetchSocketPolicy(System.String,System.Int32,System.Int32)">
			<summary>Prefetch the webplayer socket security policy from a non-default port number.</summary>
		</member>
		<member name="M:UnityEngine.Resources.Load(System.String,System.Type)">
			<summary>Loads an asset stored at path in a Resources folder.</summary>
		</member>
		<member name="T:UnityEngine.AudioChorusFilter">
			<summary>The Audio Chorus Filter takes an Audio Clip and processes it creating a chorus effect.</summary>
		</member>
		<member name="M:UnityEngine.Security.GetChainOfTrustValue(System.String)">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Texture2D.PackTextures(UnityEngine.Texture2D[],System.Int32,System.Int32)">
			<summary>Packs multiple Textures into a texture atlas.</summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAsync(System.String)">
			<summary>Asynchronously loads an asset stored at path in a Resources folder.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.PackTextures(UnityEngine.Texture2D[],System.Int32)">
			<summary>Packs multiple Textures into a texture atlas.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.ReadPixels(UnityEngine.Rect,System.Int32,System.Int32,System.Boolean)">
			<summary>Read screen pixels into the saved texture data.</summary>
		</member>
		<member name="P:UnityEngine.ADBannerView.loaded">
			<summary>Checks if banner contents are loaded.</summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAsync(System.String)">
			<summary>Asynchronously loads an asset stored at path in a Resources folder.</summary>
		</member>
		<member name="P:UnityEngine.ADBannerView.visible">
			<summary>Banner visibility. Initially banner is not visible.</summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAsync(System.String,System.Type)">
			<summary>Asynchronously loads an asset stored at path in a Resources folder.</summary>
		</member>
		<member name="P:UnityEngine.ADBannerView.layout">
			<summary>Banner layout.</summary>
		</member>
		<member name="T:UnityEngine.Types">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAll(System.String,System.Type)">
			<summary>Loads all assets in a folder or file at path in a Resources folder.</summary>
		</member>
		<member name="P:UnityEngine.ADBannerView.position">
			<summary>The position of the banner view.</summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAll(System.String)">
			<summary>Loads all assets in a folder or file at path in a Resources folder.</summary>
		</member>
		<member name="M:UnityEngine.Types.GetType(System.String,System.String)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.ADBannerView.size">
			<summary>The size of the banner view.</summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAll(System.String)">
			<summary>Loads all assets in a folder or file at path in a Resources folder.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.ReadPixels(UnityEngine.Rect,System.Int32,System.Int32)">
			<summary>Read screen pixels into the saved texture data.</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.dryMix">
			<summary>Volume of original signal to pass to output. 0.0 to 1.0. Default = 0.5.</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.wetMix1">
			<summary>Volume of 1st chorus tap. 0.0 to 1.0. Default = 0.5.</summary>
		</member>
		<member name="T:UnityEngine.SelectionBaseAttribute">
			<summary>Add this attribute to a script class to mark its GameObject as a selection base object for Scene View picking.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.EncodeToPNG()">
			<summary>Encodes this texture into PNG format.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.EncodeToJPG(System.Int32)">
			<summary>Encodes this texture into JPG format.</summary>
		</member>
		<member name="M:UnityEngine.Texture2D.EncodeToJPG()">
			<summary>Encodes this texture into JPG format.</summary>
		</member>
		<member name="M:UnityEngine.ADBannerView.IsAvailable(UnityEngine.ADBannerView/Type)">
			<summary>Checks if the banner type is available (e.g. MediumRect is available only starting with ios6).</summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAssetAtPath(System.String,System.Type)">
			<summary>Returns a resource at an asset path (Editor Only).</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.wetMix2">
			<summary>Volume of 2nd chorus tap. This tap is 90 degrees out of phase of the first tap. 0.0 to 1.0. Default = 0.5.</summary>
		</member>
		<member name="T:UnityEngine.ADInterstitialAd">
			<summary>ADInterstitialAd is a wrapper around the ADInterstitialAd class found in the Apple iAd framework and is only available on iPad.</summary>
		</member>
		<member name="M:UnityEngine.Resources.LoadAssetAtPath(System.String)">
			<summary>Returns a resource at an asset path (Editor Only).</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.wetMix3">
			<summary>Volume of 3rd chorus tap. This tap is 90 degrees out of phase of the second tap. 0.0 to 1.0. Default = 0.5.</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.delay">
			<summary>Chorus delay in ms. 0.1 to 100.0. Default = 40.0 ms.</summary>
		</member>
		<member name="T:UnityEngine.Cubemap">
			<summary>Class for handling cube maps, Use this to create or modify existing cube map assets.</summary>
		</member>
		<member name="M:UnityEngine.Resources.UnloadAsset(UnityEngine.Object)">
			<summary>Unloads assetToUnload from memory.</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.rate">
			<summary>Chorus modulation rate in hz. 0.0 to 20.0. Default = 0.8 hz.</summary>
		</member>
		<member name="P:UnityEngine.WWWForm.headers">
			<summary>(Read Only) Returns the correct request headers for posting the form using the WWW class.</summary>
		</member>
		<member name="P:UnityEngine.AudioChorusFilter.depth">
			<summary>Chorus modulation depth. 0.0 to 1.0. Default = 0.03.</summary>
		</member>
		<member name="T:UnityEngine.PhysicMaterialCombine">
			<summary>Describes how physic materials of colliding objects are combined.</summary>
		</member>
		<member name="P:UnityEngine.Cubemap.format">
			<summary>The format of the pixel data in the texture (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Resources.UnloadUnusedAssets()">
			<summary>Unloads assets that are not used.</summary>
		</member>
		<member name="P:UnityEngine.WWWForm.data">
			<summary>(Read Only) The raw data to pass as the POST request body when sending the form.</summary>
		</member>
		<member name="T:UnityEngine.ThreadPriority">
			<summary>Priority of a thread.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.SetPixel(UnityEngine.CubemapFace,System.Int32,System.Int32,UnityEngine.Color)">
			<summary>Sets pixel color at coordinates (face, x, y).</summary>
		</member>
		<member name="M:UnityEngine.WWWForm.AddField(System.String,System.String)">
			<summary>Add a simple field to the form.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.GetPixel(UnityEngine.CubemapFace,System.Int32,System.Int32)">
			<summary>Returns pixel color at coordinates (face, x, y).</summary>
		</member>
		<member name="M:UnityEngine.WWWForm.AddField(System.String,System.String,System.Text.Encoding)">
			<summary>Add a simple field to the form.</summary>
		</member>
		<member name="M:UnityEngine.WWWForm.AddField(System.String,System.Int32)">
			<summary>Add a simple field to the form.</summary>
		</member>
		<member name="T:UnityEngine.Profiler">
			<summary>Controls the Profiler from script.</summary>
		</member>
		<member name="T:UnityEngine.PhysicMaterial">
			<summary>Physics material describes how to handle colliding objects (friction, bounciness).</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.GetPixels(UnityEngine.CubemapFace,System.Int32)">
			<summary>Returns pixel colors of a cubemap face.</summary>
		</member>
		<member name="T:UnityEngine.ContactPoint">
			<summary>Describes a contact point where the collision occurs.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.GetPixels(UnityEngine.CubemapFace)">
			<summary>Returns pixel colors of a cubemap face.</summary>
		</member>
		<member name="M:UnityEngine.WWWForm.AddBinaryData(System.String,System.Byte[],System.String)">
			<summary>Add binary data to the form.</summary>
		</member>
		<member name="T:UnityEngine.CrashReport">
			<summary>Holds data for a single application crash event and provides access to all gathered crash reports.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.SetPixels(UnityEngine.Color[],UnityEngine.CubemapFace,System.Int32)">
			<summary>Sets pixel colors of a cubemap face.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.SetPixels(UnityEngine.Color[],UnityEngine.CubemapFace)">
			<summary>Sets pixel colors of a cubemap face.</summary>
		</member>
		<member name="M:UnityEngine.WWWForm.AddBinaryData(System.String,System.Byte[])">
			<summary>Add binary data to the form.</summary>
		</member>
		<member name="M:UnityEngine.WWWForm.AddBinaryData(System.String,System.Byte[],System.String,System.String)">
			<summary>Add binary data to the form.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.Apply(System.Boolean,System.Boolean)">
			<summary>Actually apply all previous SetPixel and SetPixels changes.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.Apply(System.Boolean)">
			<summary>Actually apply all previous SetPixel and SetPixels changes.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.Apply()">
			<summary>Actually apply all previous SetPixel and SetPixels changes.</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint.point">
			<summary>The point of contact.</summary>
		</member>
		<member name="T:UnityEngine.ForceMode">
			<summary>Option for how to apply a force using Rigidbody.AddForce.</summary>
		</member>
		<member name="F:UnityEngine.CrashReport.time">
			<summary>Time, when the crash occured.</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint.normal">
			<summary>Normal of the contact point.</summary>
		</member>
		<member name="T:UnityEngine.Caching">
			<summary>The Caching class lets you manage cached AssetBundles, downloaded using WWW.LoadFromCacheOrDownload.</summary>
		</member>
		<member name="T:UnityEngine.AudioReverbFilter">
			<summary>The Audio Reverb Filter takes an Audio Clip and distortionates it in a.</summary>
		</member>
		<member name="P:UnityEngine.Caching.spaceFree">
			<summary>The number of currently unused bytes in the cache.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.SmoothEdges(System.Int32)">
			<summary>Performs smoothing of near edge regions.</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint.thisCollider">
			<summary>The first collider in contact.</summary>
		</member>
		<member name="M:UnityEngine.Cubemap.SmoothEdges()">
			<summary>Performs smoothing of near edge regions.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.reverbPreset">
			<summary>Set/Get reverb preset properties.</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint.otherCollider">
			<summary>The other collider in contact.</summary>
		</member>
		<member name="T:UnityEngine.Texture3D">
			<summary>Class for handling 3D Textures, Use this to create 3D texture assets.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.dryLevel">
			<summary>Mix level of dry signal in output in mB. Ranges from -10000.0 to 0.0. Default is 0.</summary>
		</member>
		<member name="P:UnityEngine.Texture3D.depth">
			<summary>The depth of the texture.</summary>
		</member>
		<member name="P:UnityEngine.Caching.maximumAvailableDiskSpace">
			<summary>The total number of bytes that can potentially be allocated for caching.</summary>
		</member>
		<member name="T:UnityEngine.RigidbodyConstraints">
			<summary>Use these flags to constrain motion of Rigidbodies.</summary>
		</member>
		<member name="P:UnityEngine.Texture3D.format">
			<summary>The format of the pixel data in the texture (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.room">
			<summary>Room effect level at low frequencies in mB. Ranges from -10000.0 to 0.0. Default is 0.0.</summary>
		</member>
		<member name="P:UnityEngine.Caching.spaceOccupied">
			<summary>Used disk space in bytes.</summary>
		</member>
		<member name="M:UnityEngine.Texture3D.GetPixels(System.Int32)">
			<summary>This function returns an array of pixel colors representing one mip level of the 3D texture.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.roomHF">
			<summary>Room effect high-frequency level re. low frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0.</summary>
		</member>
		<member name="M:UnityEngine.Texture3D.GetPixels()">
			<summary>This function returns an array of pixel colors representing one mip level of the 3D texture.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.roomRolloff">
			<summary>Rolloff factor for room effect. Ranges from 0.0 to 10.0. Default is 10.0.</summary>
		</member>
		<member name="M:UnityEngine.Texture3D.SetPixels(UnityEngine.Color[],System.Int32)">
			<summary>This function takes a color array and changes the pixel colors of the 3D texture.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.decayTime">
			<summary>Reverberation decay time at low-frequencies in seconds. Ranges from 0.1 to 20.0. Default is 1.0.</summary>
		</member>
		<member name="P:UnityEngine.Caching.expirationDelay">
			<summary>The number of seconds that an AssetBundle may remain unused in the cache before it is automatically deleted.</summary>
		</member>
		<member name="M:UnityEngine.Texture3D.SetPixels(UnityEngine.Color[])">
			<summary>This function takes a color array and changes the pixel colors of the 3D texture.</summary>
		</member>
		<member name="T:UnityEngine.Physics">
			<summary>Global physics properties and helper methods.</summary>
		</member>
		<member name="P:UnityEngine.Caching.enabled">
			<summary>Is Caching enabled?</summary>
		</member>
		<member name="M:UnityEngine.Texture3D.Apply(System.Boolean)">
			<summary>Actually apply all previous SetPixels changes.</summary>
		</member>
		<member name="T:UnityEngine.Rigidbody">
			<summary>Control of an object's position through physics simulation.</summary>
		</member>
		<member name="M:UnityEngine.Texture3D.Apply()">
			<summary>Actually apply all previous SetPixels changes.</summary>
		</member>
		<member name="P:UnityEngine.Caching.ready">
			<summary>Is caching ready?</summary>
		</member>
		<member name="F:UnityEngine.CrashReport.text">
			<summary>Crash report data as formatted text.</summary>
		</member>
		<member name="T:UnityEngine.RigidbodyInterpolation">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Physics.gravity">
			<summary>The gravity applied to all rigid bodies in the scene.</summary>
		</member>
		<member name="P:UnityEngine.CrashReport.reports">
			<summary>Returns all currently available reports in a new array.</summary>
		</member>
		<member name="M:UnityEngine.Caching.Authorize(System.String,System.String,System.Int64,System.String)">
			<summary>(This is a WebPlayer-only function).</summary>
		</member>
		<member name="P:UnityEngine.Physics.minPenetrationForPenalty">
			<summary>The minimum contact penetration value in order to apply a penalty force (default 0.05). Must be positive.</summary>
		</member>
		<member name="P:UnityEngine.CrashReport.lastReport">
			<summary>Returns last crash report, or null if no reports are available.</summary>
		</member>
		<member name="P:UnityEngine.Physics.bounceThreshold">
			<summary>Two colliding objects with a relative velocity below this will not bounce (default 2). Must be positive.</summary>
		</member>
		<member name="M:UnityEngine.Caching.Authorize(System.String,System.String,System.Int64,System.Int32,System.String)">
			<summary>(This is a WebPlayer-only function).</summary>
		</member>
		<member name="T:UnityEngine.JointMotor">
			<summary>The JointMotor is used to motorize a joint.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.decayHFRatio">
			<summary>Decay HF Ratio : High-frequency to low-frequency decay time ratio. Ranges from 0.1 to 2.0. Default is 0.5.</summary>
		</member>
		<member name="T:UnityEngine.Collision">
			<summary>Describes collision.</summary>
		</member>
		<member name="T:UnityEngine.SparseTexture">
			<summary>Class for handling Sparse Textures.</summary>
		</member>
		<member name="P:UnityEngine.Physics.sleepVelocity">
			<summary>The default linear velocity, below which objects start going to sleep (default 0.15). Must be positive.</summary>
		</member>
		<member name="P:UnityEngine.JointMotor.targetVelocity">
			<summary>The motor will apply a force up to force to achieve targetVelocity.</summary>
		</member>
		<member name="T:UnityEngine.CollisionFlags">
			<summary>CollisionFlags is a bitmask returned by CharacterController.Move.</summary>
		</member>
		<member name="P:UnityEngine.Physics.sleepAngularVelocity">
			<summary>The default angular velocity, below which objects start sleeping (default 0.14). Must be positive.</summary>
		</member>
		<member name="P:UnityEngine.JointMotor.force">
			<summary>The motor will apply a force.</summary>
		</member>
		<member name="P:UnityEngine.SparseTexture.tileWidth">
			<summary>Get sparse texture tile width (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.JointMotor.freeSpin">
			<summary>If freeSpin is enabled the motor will only accelerate but never slow down.</summary>
		</member>
		<member name="P:UnityEngine.SparseTexture.tileHeight">
			<summary>Get sparse texture tile height (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Caching.Authorize(System.String,System.String,System.Int32,System.Int32,System.String)">
			<summary>(This is a WebPlayer-only function).</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.reflectionsLevel">
			<summary>Early reflections level relative to room effect in mB. Ranges from -10000.0 to 1000.0. Default is -10000.0.</summary>
		</member>
		<member name="P:UnityEngine.Physics.maxAngularVelocity">
			<summary>The default maximum angular velocity permitted for any rigid bodies (default 7). Must be positive.</summary>
		</member>
		<member name="P:UnityEngine.SparseTexture.isCreated">
			<summary>Is the sparse texture actually created? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.reflectionsDelay">
			<summary>Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.reverbLevel">
			<summary>Late reverberation level relative to room effect in mB. Ranges from -10000.0 to 2000.0. Default is 0.0.</summary>
		</member>
		<member name="M:UnityEngine.Caching.Authorize(System.String,System.String,System.Int32,System.String)">
			<summary>(This is a WebPlayer-only function).</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.reverbDelay">
			<summary>Late reverberation delay time relative to first reflection in seconds. Ranges from 0.0 to 0.1. Default is 0.04.</summary>
		</member>
		<member name="M:UnityEngine.Caching.CleanCache()">
			<summary>Delete all AssetBundle content that has been cached by the current application.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.diffusion">
			<summary>Reverberation diffusion (echo density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.</summary>
		</member>
		<member name="M:UnityEngine.CrashReport.RemoveAll()">
			<summary>Remove all reports from available reports list.</summary>
		</member>
		<member name="T:UnityEngine.JointSpring">
			<summary>JointSpring is used add a spring force to HingeJoint and PhysicMaterial.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.density">
			<summary>Reverberation density (modal density) in percent. Ranges from 0.0 to 100.0. Default is 100.0.</summary>
		</member>
		<member name="M:UnityEngine.CrashReport.Remove()">
			<summary>Remove report from available reports list.</summary>
		</member>
		<member name="F:UnityEngine.JointSpring.spring">
			<summary>The spring forces used to reach the target position.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.hfReference">
			<summary>Reference high frequency in Hz. Ranges from 20.0 to 20000.0. Default is 5000.0.</summary>
		</member>
		<member name="P:UnityEngine.Physics.solverIterationCount">
			<summary>The default solver iteration count permitted for any rigid bodies (default 7). Must be positive.</summary>
		</member>
		<member name="F:UnityEngine.JointSpring.damper">
			<summary>The damper force uses to dampen the spring.</summary>
		</member>
		<member name="T:UnityEngine.CursorMode">
			<summary>How should the custom cursor be rendered.</summary>
		</member>
		<member name="F:UnityEngine.JointSpring.targetPosition">
			<summary>The target position the joint attempts to reach.</summary>
		</member>
		<member name="T:UnityEngine.ControllerColliderHit">
			<summary>ControllerColliderHit is used by CharacterController.OnControllerColliderHit to give detailed information about the collision and how to deal with it.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.roomLF">
			<summary>Room effect low-frequency level in mB. Ranges from -10000.0 to 0.0. Default is 0.0.</summary>
		</member>
		<member name="T:UnityEngine.Cursor">
			<summary>Cursor API for setting the cursor that is used for rendering.</summary>
		</member>
		<member name="M:UnityEngine.Caching.IsVersionCached(System.String,System.Int32)">
			<summary>Checks if an AssetBundle is cached.</summary>
		</member>
		<member name="M:UnityEngine.Cursor.SetCursor(UnityEngine.Texture2D,UnityEngine.CursorMode)">
			<summary>Change the mouse cursor to the set texture OnMouseEnter.</summary>
		</member>
		<member name="P:UnityEngine.AudioReverbFilter.lFReference">
			<summary>Reference low-frequency in Hz. Ranges from 20.0 to 1000.0. Default is 250.0.</summary>
		</member>
		<member name="T:UnityEngine.JointLimits">
			<summary>JointLimits is used by the HingeJoint to limit the joints angle.</summary>
		</member>
		<member name="M:UnityEngine.Caching.MarkAsUsed(System.String,System.Int32)">
			<summary>Bumps the timestamp of a cached file to be the current time.</summary>
		</member>
		<member name="M:UnityEngine.SparseTexture.UpdateTile(System.Int32,System.Int32,System.Int32,UnityEngine.Color32[])">
			<summary>Update sparse texture tile with color values.</summary>
		</member>
		<member name="M:UnityEngine.Cursor.SetCursor(UnityEngine.Texture2D,UnityEngine.Vector2,UnityEngine.CursorMode)">
			<summary>Change the mouse cursor to the set texture OnMouseEnter.</summary>
		</member>
		<member name="M:UnityEngine.SparseTexture.UpdateTileRaw(System.Int32,System.Int32,System.Int32,System.Byte[])">
			<summary>Update sparse texture tile with raw pixel values.</summary>
		</member>
		<member name="T:UnityEngine.LightType">
			<summary>The type of a Light.</summary>
		</member>
		<member name="M:UnityEngine.SparseTexture.UnloadTile(System.Int32,System.Int32,System.Int32)">
			<summary>Unload sparse texture tile.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.controller">
			<summary>The controller that hit the collider.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.collider">
			<summary>The collider that was hit by the controller.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.rigidbody">
			<summary>The rigidbody that was hit by the controller.</summary>
		</member>
		<member name="T:UnityEngine.RenderTexture">
			<summary>Render textures are textures that can be rendered to.</summary>
		</member>
		<member name="P:UnityEngine.JointLimits.min">
			<summary>The lower limit of the joint.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.gameObject">
			<summary>The game object that was hit by the controller.</summary>
		</member>
		<member name="T:UnityEngine.LightRenderMode">
			<summary>How the Light is rendered.</summary>
		</member>
		<member name="P:UnityEngine.JointLimits.minBounce">
			<summary>The bounciness of the joint when hitting the lower limit of the joint.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.width">
			<summary>The width of the render texture in pixels.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.transform">
			<summary>The transform that was hit by the controller.</summary>
		</member>
		<member name="M:UnityEngine.Caching.SetNoBackupFlag(System.String,System.Int32)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.JointLimits.max">
			<summary>The upper limit of the joint.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.point">
			<summary>The impact point in world space.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.height">
			<summary>The height of the render texture in pixels.</summary>
		</member>
		<member name="M:UnityEngine.Caching.ResetNoBackupFlag(System.String,System.Int32)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.JointLimits.maxBounce">
			<summary>The bounciness of the joint when hitting the upper limit of the joint.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.normal">
			<summary>The normal of the surface we collided with in world space.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.depth">
			<summary>The precision of the render texture's depth buffer in bits (0, 16, 24 are supported).</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.moveDirection">
			<summary>Approximately the direction from the center of the capsule to the point we touch.</summary>
		</member>
		<member name="T:UnityEngine.LightShadows">
			<summary>Shadow casting options for a Light.</summary>
		</member>
		<member name="T:UnityEngine.AsyncOperation">
			<summary>Asynchronous operation coroutine.</summary>
		</member>
		<member name="P:UnityEngine.ControllerColliderHit.moveLength">
			<summary>How far the character has travelled until it hit the collider.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.sRGB">
			<summary>Does this render texture use sRGB read / write (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.format">
			<summary>The format of the render texture.</summary>
		</member>
		<member name="P:UnityEngine.AsyncOperation.isDone">
			<summary>Has the operation finished? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.AsyncOperation.progress">
			<summary>What's the operation's progress. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.useMipMap">
			<summary>Use mipmaps on a render texture?</summary>
		</member>
		<member name="P:UnityEngine.AsyncOperation.priority">
			<summary>Priority lets you tweak in which order async operation calls will be performed.</summary>
		</member>
		<member name="T:UnityEngine.Joint">
			<summary>Joint is the base class for all joints.</summary>
		</member>
		<member name="T:UnityEngine.OcclusionArea">
			<summary>OcclusionArea is an area in which occlusion culling is performed.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.generateMips">
			<summary>Should mipmap levels be generated automatically?</summary>
		</member>
		<member name="P:UnityEngine.Joint.connectedBody">
			<summary>A reference to another rigidbody this joint connects to.</summary>
		</member>
		<member name="P:UnityEngine.AsyncOperation.allowSceneActivation">
			<summary>Allow scenes to be activated as soon as it is ready.</summary>
		</member>
		<member name="P:UnityEngine.OcclusionArea.center">
			<summary>Center of the occlusion area relative to the transform.</summary>
		</member>
		<member name="P:UnityEngine.Joint.axis">
			<summary>The Direction of the axis around which the body is constrained.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.isCubemap">
			<summary>If enabled, this Render Texture will be used as a Cubemap.</summary>
		</member>
		<member name="P:UnityEngine.OcclusionArea.size">
			<summary>Size that the occlusion area will have.</summary>
		</member>
		<member name="P:UnityEngine.Joint.anchor">
			<summary>The Position of the anchor around which the joints motion is constrained.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.isVolume">
			<summary>If enabled, this Render Texture will be used as a Texture3D.</summary>
		</member>
		<member name="T:UnityEngine.CharacterController">
			<summary>A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.Joint.connectedAnchor">
			<summary>Position of the anchor relative to the connected Rigidbody.</summary>
		</member>
		<member name="P:UnityEngine.Joint.autoConfigureConnectedAnchor">
			<summary>Should the connectedAnchor be calculated automatically?</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.isGrounded">
			<summary>Was the CharacterController touching the ground during the last move?</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.volumeDepth">
			<summary>Volume extent of a 3D render texture.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.antiAliasing">
			<summary>The antialiasing level for the RenderTexture.</summary>
		</member>
		<member name="P:UnityEngine.Joint.breakForce">
			<summary>The force that needs to be applied for this joint to break.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.velocity">
			<summary>The current relative velocity of the Character (see notes).</summary>
		</member>
		<member name="P:UnityEngine.Joint.breakTorque">
			<summary>The torque that needs to be applied for this joint to break.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.collisionFlags">
			<summary>What part of the capsule collided with the environment during the last CharacterController.Move call.</summary>
		</member>
		<member name="T:UnityEngine.NetworkReachability">
			<summary>Describes network reachability options.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.radius">
			<summary>The radius of the character's capsule.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="T:UnityEngine.Microphone">
			<summary>Use this class to record to an AudioClip using a connected microphone.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.height">
			<summary>The height of the character's capsule.</summary>
		</member>
		<member name="P:UnityEngine.Microphone.devices">
			<summary>A list of available microphone devices, identified by name.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.center">
			<summary>The center of the character's capsule relative to the transform's position.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.slopeLimit">
			<summary>The character controllers slope limit in degrees.</summary>
		</member>
		<member name="M:UnityEngine.Microphone.Start(System.String,System.Boolean,System.Int32,System.Int32)">
			<summary>Start Recording with device.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.enableRandomWrite">
			<summary>Enable DX11 random access write into this render texture.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.stepOffset">
			<summary>The character controllers step offset in meters.</summary>
		</member>
		<member name="M:UnityEngine.Microphone.End(System.String)">
			<summary>Stops recording.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single,System.Int32)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.colorBuffer">
			<summary>Color buffer of the render texture (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.CharacterController.detectCollisions">
			<summary>Determines whether other rigidbodies or character controllers collide with this character controller (by default this is always enabled).</summary>
		</member>
		<member name="M:UnityEngine.Microphone.IsRecording(System.String)">
			<summary>Query if a device is currently recording.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,System.Single)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.Microphone.GetPosition(System.String)">
			<summary>Get the position in samples of the recording.</summary>
		</member>
		<member name="M:UnityEngine.CharacterController.SimpleMove(UnityEngine.Vector3)">
			<summary>Moves the character with speed.</summary>
		</member>
		<member name="T:UnityEngine.Application">
			<summary>Access to application run-time data.</summary>
		</member>
		<member name="M:UnityEngine.CharacterController.Move(UnityEngine.Vector3)">
			<summary>A more complex move function taking absolute movement deltas.</summary>
		</member>
		<member name="T:UnityEngine.OcclusionPortal">
			<summary>The portal for dynamically changing occlusion at runtime.</summary>
		</member>
		<member name="P:UnityEngine.Joint.enableCollision">
			<summary>Enable collision between bodies connected with the joint.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.depthBuffer">
			<summary>Depth buffer of the render texture (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Microphone.GetDeviceCaps(System.String,System.Int32&,System.Int32&)">
			<summary>Get the frequency capabilities of a device.</summary>
		</member>
		<member name="P:UnityEngine.OcclusionPortal.open">
			<summary>Gets / sets the portal's open state.</summary>
		</member>
		<member name="T:UnityEngine.MovieTexture">
			<summary>Movie Textures (Pro only) are textures onto which movies are played back.</summary>
		</member>
		<member name="P:UnityEngine.RenderTexture.active">
			<summary>The active render texture.</summary>
		</member>
		<member name="P:UnityEngine.MovieTexture.audioClip">
			<summary>Returns the AudioClip belonging to the MovieTexture.</summary>
		</member>
		<member name="P:UnityEngine.MovieTexture.loop">
			<summary>Set this to true to make the movie loop.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="T:UnityEngine.FogMode">
			<summary>Fog mode to use.</summary>
		</member>
		<member name="P:UnityEngine.MovieTexture.isPlaying">
			<summary>Returns whether the movie is playing or not.</summary>
		</member>
		<member name="P:UnityEngine.MovieTexture.isReadyToPlay">
			<summary>If the movie is downloading from a web site, this returns if enough data has been downloaded so playback should be able to start without interruptions.</summary>
		</member>
		<member name="T:UnityEngine.UserAuthorization">
			<summary>Constants to pass to Application.RequestUserAuthorization.</summary>
		</member>
		<member name="P:UnityEngine.MovieTexture.duration">
			<summary>The time, in seconds, that the movie takes to play back completely.</summary>
		</member>
		<member name="T:UnityEngine.RenderSettings">
			<summary>The Render Settings contain values for a range of visual elements in your scene, like fog and ambient light.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,System.Single,System.Int32)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.MovieTexture.Play()">
			<summary>Starts playing the movie.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.fog">
			<summary>Is fog enabled?</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,UnityEngine.RaycastHit&,System.Single)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.MovieTexture.Stop()">
			<summary>Stops playing the movie, and rewinds it to the beginning.</summary>
		</member>
		<member name="T:UnityEngine.Behaviour">
			<summary>Behaviours are Components that can be enabled or disabled.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,UnityEngine.RaycastHit&)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.fogMode">
			<summary>Fog mode to use.</summary>
		</member>
		<member name="M:UnityEngine.MovieTexture.Pause()">
			<summary>Pauses playing the movie.</summary>
		</member>
		<member name="P:UnityEngine.Behaviour.enabled">
			<summary>Enabled Behaviours are Updated, disabled Behaviours are not.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Raycast(UnityEngine.Ray,UnityEngine.RaycastHit&,System.Single,System.Int32)">
			<summary>Casts a ray against all colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.fogColor">
			<summary>The color of the fog.</summary>
		</member>
		<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Ray,System.Single)">
			<summary>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.fogDensity">
			<summary>The density of the exponential fog.</summary>
		</member>
		<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Ray)">
			<summary>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</summary>
		</member>
		<member name="T:UnityEngine.RenderingPath">
			<summary>Rendering path of a Camera.</summary>
		</member>
		<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Ray,System.Single,System.Int32)">
			<summary>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.GetTemporary(System.Int32,System.Int32,System.Int32,UnityEngine.RenderTextureFormat,UnityEngine.RenderTextureReadWrite,System.Int32)">
			<summary>Allocate a temporary render texture.</summary>
		</member>
		<member name="T:UnityEngine.WebCamDevice">
			<summary>A structure describing the webcam device.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.fogStartDistance">
			<summary>The starting distance of linear fog.</summary>
		</member>
		<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.GetTemporary(System.Int32,System.Int32,System.Int32,UnityEngine.RenderTextureFormat,UnityEngine.RenderTextureReadWrite)">
			<summary>Allocate a temporary render texture.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.fogEndDistance">
			<summary>The ending distance of linear fog.</summary>
		</member>
		<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</summary>
		</member>
		<member name="P:UnityEngine.WebCamDevice.name">
			<summary>A human-readable name of the device. Varies across different systems.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.GetTemporary(System.Int32,System.Int32,System.Int32,UnityEngine.RenderTextureFormat)">
			<summary>Allocate a temporary render texture.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.GetTemporary(System.Int32,System.Int32,System.Int32)">
			<summary>Allocate a temporary render texture.</summary>
		</member>
		<member name="M:UnityEngine.Physics.RaycastAll(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Casts a ray through the scene and returns all hits. Note that order is not guaranteed.</summary>
		</member>
		<member name="T:UnityEngine.TransparencySortMode">
			<summary>Transparent object sorting mode of a Camera.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.ambientLight">
			<summary>Color of the scene's ambient light.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.haloStrength">
			<summary>Size of the Light halos.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.flareStrength">
			<summary>The intensity of all flares in the scene.</summary>
		</member>
		<member name="T:UnityEngine.Cloth">
			<summary>Base class used to simulate cloth physics - shared by both InteractiveCloth and SkinnedCloth.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.flareFadeSpeed">
			<summary>The fade speed of all flares in the scene.</summary>
		</member>
		<member name="T:UnityEngine.HingeJoint">
			<summary>The HingeJoint groups together 2 rigid bodies, constraining them to move like connected by a hinge.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.bendingStiffness">
			<summary>Bending stiffness of the cloth.</summary>
		</member>
		<member name="P:UnityEngine.WebCamDevice.isFrontFacing">
			<summary>True if camera faces the same direction a screen does, false otherwise.</summary>
		</member>
		<member name="P:UnityEngine.RenderSettings.skybox">
			<summary>The global skybox to use.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.GetTemporary(System.Int32,System.Int32)">
			<summary>Allocate a temporary render texture.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.stretchingStiffness">
			<summary>Stretching stiffness of the cloth.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Linecast(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Returns true if there is any collider intersecting the line between start and end.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.motor">
			<summary>The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.ReleaseTemporary(UnityEngine.RenderTexture)">
			<summary>Release a temporary texture allocated with GetTemporary.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.limits">
			<summary>Limit of angular rotation on the hinge joint.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Linecast(UnityEngine.Vector3,UnityEngine.Vector3,System.Int32)">
			<summary>Returns true if there is any collider intersecting the line between start and end.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.damping">
			<summary>Damp cloth motion.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.spring">
			<summary>The spring attempts to reach a target angle by adding spring and damping forces.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Linecast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&)">
			<summary>Returns true if there is any collider intersecting the line between start and end.</summary>
		</member>
		<member name="T:UnityEngine.WebCamTexture">
			<summary>WebCam Textures are textures onto which the live video input is rendered.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.thickness">
			<summary>The thickness of the cloth surface.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.externalAcceleration">
			<summary>A constant, external acceleration applied to the cloth.</summary>
		</member>
		<member name="T:UnityEngine.Camera">
			<summary>A Camera is a device through which the player views the world.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.randomAcceleration">
			<summary>A random, external acceleration applied to the cloth.</summary>
		</member>
		<member name="T:UnityEngine.AnimationClipPair">
			<summary>This class define a pair of clip used by See Also: AnimationSet.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.useGravity">
			<summary>Should gravity affect the cloth simulation?</summary>
		</member>
		<member name="T:UnityEngine.AnimatorOverrideController">
			<summary>Interface to control AnimatorOverrideController.</summary>
		</member>
		<member name="T:UnityEngine.ComputeShader">
			<summary>Compute Shader asset.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorOverrideController.runtimeAnimatorController">
			<summary>The Controller that the AnimatorOverrideController overrides.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.useMotor">
			<summary>Enables the joint's motor.</summary>
		</member>
		<member name="M:UnityEngine.Physics.Linecast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Int32)">
			<summary>Returns true if there is any collider intersecting the line between start and end.</summary>
		</member>
		<member name="M:UnityEngine.Physics.OverlapSphere(UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Returns an array with all colliders touching or inside the sphere.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorOverrideController.clips">
			<summary>Returns the list of orignal clip from the controller and their override clip.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.useLimits">
			<summary>Enables the joint's limits.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.selfCollision">
			<summary>Will the cloth collide with itself?</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.useSpring">
			<summary>Enables the joint's spring.</summary>
		</member>
		<member name="M:UnityEngine.Physics.OverlapSphere(UnityEngine.Vector3,System.Single)">
			<summary>Returns an array with all colliders touching or inside the sphere.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.velocity">
			<summary>The angular velocity of the joint in degrees per second.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single)">
			<summary>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.enabled">
			<summary>Is this cloth enabled?</summary>
		</member>
		<member name="T:UnityEngine.ShadowProjection">
			<summary>Shadow projection type for Quality Settings.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.FindKernel(System.String)">
			<summary>Find ComputeShader kernel index.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3)">
			<summary>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint.angle">
			<summary>The current angle in degrees of the joint relative to its rest position. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Cloth.vertices">
			<summary>The current vertex positions of the cloth object.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetFloat(System.String,System.Single)">
			<summary>Set a float parameter.</summary>
		</member>
		<member name="P:UnityEngine.Cloth.normals">
			<summary>The current normals of the cloth object.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="T:UnityEngine.QualitySettings">
			<summary>Script interface for Quality Settings.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single)">
			<summary>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.names">
			<summary>The indexed list of available Quality Settings.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&)">
			<summary>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCast(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single,System.Int32)">
			<summary>Casts a capsule against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single)">
			<summary>Casts a sphere against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.pixelLightCount">
			<summary>The maximum number of pixel lights that should affect any object.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetInt(System.String,System.Int32)">
			<summary>Set an integer parameter.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.shadowProjection">
			<summary>Directional light shadow projection.</summary>
		</member>
		<member name="M:UnityEngine.AnimatorOverrideController.PerformOverrideClipListCleanup()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetVector(System.String,UnityEngine.Vector4)">
			<summary>Set a vector parameter.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.shadowCascades">
			<summary>Number of cascades to use for directional light shadows.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&)">
			<summary>Casts a sphere against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetFloats(System.String,System.Single[])">
			<summary>Set multiple consecutive float parameters at once.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,UnityEngine.RaycastHit&,System.Single,System.Int32)">
			<summary>Casts a sphere against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetInts(System.String,System.Int32[])">
			<summary>Set multiple consecutive integer parameters at once.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,System.Single)">
			<summary>Casts a sphere against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="T:UnityEngine.WrapMode">
			<summary>Determines how time is treated outside of the keyframed range of an AnimationClip or AnimationCurve.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single)">
			<summary>Casts a sphere against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetTexture(System.Int32,System.String,UnityEngine.Texture)">
			<summary>Set a texture parameter.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.shadowDistance">
			<summary>Shadow drawing distance.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.SetBuffer(System.Int32,System.String,UnityEngine.ComputeBuffer)">
			<summary>This function can either set an input or output compute buffer.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,System.Single,System.Int32)">
			<summary>Casts a sphere against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="M:UnityEngine.ComputeShader.Dispatch(System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Execute a compute shader.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.masterTextureLimit">
			<summary>A texture size limit applied to all textures.</summary>
		</member>
		<member name="T:UnityEngine.EventType">
			<summary>Types of UnityGUI input and processing events.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.anisotropicFiltering">
			<summary>Global anisotropic filtering mode.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,UnityEngine.RaycastHit&,System.Single)">
			<summary>Casts a sphere against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="T:UnityEngine.ComputeBufferType">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.lodBias">
			<summary>Global multiplier for the LOD's switching distance.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.maximumLODLevel">
			<summary>A maximum LOD level. All LOD groups.</summary>
		</member>
		<member name="T:UnityEngine.AnimationEvent">
			<summary>AnimationEvent lets you call a script function similar to SendMessage as part of playing back an animation.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.particleRaycastBudget">
			<summary>Budget for how many ray casts can be performed per frame for approximate collision testing.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.Create()">
			<summary>Actually creates the RenderTexture.</summary>
		</member>
		<member name="T:UnityEngine.SpringJoint">
			<summary>The spring joint ties together 2 rigid bodies, spring forces will be automatically applied to keep the object at the given distance.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.softVegetation">
			<summary>Use a two-pass shader for the vegetation in the terrain engine.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.maxQueuedFrames">
			<summary>Maximum number of frames queued up by graphics driver.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,UnityEngine.RaycastHit&)">
			<summary>Casts a sphere against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="T:UnityEngine.AnimationClip">
			<summary>Stores keyframe based animations.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.vSyncCount">
			<summary>The VSync Count.</summary>
		</member>
		<member name="T:UnityEngine.FixedJoint">
			<summary>The Fixed joint groups together 2 rigidbodies, making them stick together in their bound position.</summary>
		</member>
		<member name="T:UnityEngine.InteractiveCloth">
			<summary>The InteractiveCloth component is used to simulate objects with cloth physics.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCast(UnityEngine.Ray,System.Single,UnityEngine.RaycastHit&,System.Single,System.Int32)">
			<summary>Casts a sphere against all colliders in the scene and returns detailed information on what was hit.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.antiAliasing">
			<summary>Set The AA Filtering option.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.desiredColorSpace">
			<summary>Desired color space.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.</summary>
		</member>
		<member name="T:UnityEngine.Keyframe">
			<summary>A single keyframe that can be injected into an animation curve.</summary>
		</member>
		<member name="T:UnityEngine.SoftJointLimit">
			<summary>The limits defined by the CharacterJoint.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.activeColorSpace">
			<summary>Active color space.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single)">
			<summary>Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.</summary>
		</member>
		<member name="P:UnityEngine.QualitySettings.blendWeights">
			<summary>Blend weights.</summary>
		</member>
		<member name="P:UnityEngine.InteractiveCloth.mesh">
			<summary>The mesh used as base for the cloth object.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CapsuleCastAll(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.Vector3)">
			<summary>Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.Release()">
			<summary>Releases the RenderTexture.</summary>
		</member>
		<member name="P:UnityEngine.InteractiveCloth.friction">
			<summary>The friction of the cloth.</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.GetQualityLevel()">
			<summary>Returns the current graphics quality level.</summary>
		</member>
		<member name="P:UnityEngine.SoftJointLimit.limit">
			<summary>The limit position/angle of the joint.</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.SetQualityLevel(System.Int32,System.Boolean)">
			<summary>Sets a new graphics quality level.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single)">
			<summary>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</summary>
		</member>
		<member name="P:UnityEngine.Keyframe.time">
			<summary>The time of the keyframe.</summary>
		</member>
		<member name="P:UnityEngine.SoftJointLimit.spring">
			<summary>If greater than zero, the limit is soft. The spring will pull the joint back.</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.SetQualityLevel(System.Int32)">
			<summary>Sets a new graphics quality level.</summary>
		</member>
		<member name="P:UnityEngine.SoftJointLimit.damper">
			<summary>If spring is greater than zero, the limit is soft.</summary>
		</member>
		<member name="P:UnityEngine.InteractiveCloth.density">
			<summary>The density of the cloth.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Vector3,System.Single,UnityEngine.Vector3)">
			<summary>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</summary>
		</member>
		<member name="P:UnityEngine.SoftJointLimit.bounciness">
			<summary>When the joint hits the limit, it can be made to bounce off it.</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.IncreaseLevel(System.Boolean)">
			<summary>Increase the current quality level.</summary>
		</member>
		<member name="P:UnityEngine.InteractiveCloth.pressure">
			<summary>The pressure inside the cloth.</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.IncreaseLevel()">
			<summary>Increase the current quality level.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Vector3,System.Single,UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.DecreaseLevel(System.Boolean)">
			<summary>Decrease the current quality level.</summary>
		</member>
		<member name="P:UnityEngine.InteractiveCloth.collisionResponse">
			<summary>How much force will be applied to colliding rigidbodies?</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Ray,System.Single,System.Single)">
			<summary>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</summary>
		</member>
		<member name="M:UnityEngine.QualitySettings.DecreaseLevel()">
			<summary>Decrease the current quality level.</summary>
		</member>
		<member name="P:UnityEngine.InteractiveCloth.tearFactor">
			<summary>How far cloth vertices need to be stretched, before the cloth will tear.</summary>
		</member>
		<member name="T:UnityEngine.ComputeBuffer">
			<summary>Data buffer to hold data for compute shaders.</summary>
		</member>
		<member name="P:UnityEngine.InteractiveCloth.attachmentTearFactor">
			<summary>How far attached rigid bodies need to be stretched, before they will tear off.</summary>
		</member>
		<member name="P:UnityEngine.Keyframe.value">
			<summary>The value of the curve at keyframe.</summary>
		</member>
		<member name="T:UnityEngine.JointDriveMode">
			<summary>The ConfigurableJoint attempts to attain position / velocity targets based on this flag.</summary>
		</member>
		<member name="P:UnityEngine.InteractiveCloth.attachmentResponse">
			<summary>How much force will be applied to attached rigidbodies?</summary>
		</member>
		<member name="P:UnityEngine.Keyframe.inTangent">
			<summary>Describes the tangent when approaching this point from the previous point in the curve.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.IsCreated()">
			<summary>Is the render texture actually created?</summary>
		</member>
		<member name="P:UnityEngine.Keyframe.outTangent">
			<summary>Describes the tangent when leaving this point towards the next point in the curve.</summary>
		</member>
		<member name="P:UnityEngine.Keyframe.tangentMode">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.InteractiveCloth.isTeared">
			<summary>Did the cloth tear? (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.DiscardContents()">
			<summary>Discards the contents of the RenderTexture.</summary>
		</member>
		<member name="T:UnityEngine.JointProjectionMode">
			<summary>Determines how to snap physics joints back to its constrained position when it drifts off too much.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Ray,System.Single)">
			<summary>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.DiscardContents(System.Boolean,System.Boolean)">
			<summary>Discards the contents of the RenderTexture.</summary>
		</member>
		<member name="T:UnityEngine.Debug">
			<summary>Class containing methods to ease debugging while developing a game.</summary>
		</member>
		<member name="M:UnityEngine.Physics.SphereCastAll(UnityEngine.Ray,System.Single,System.Single,System.Int32)">
			<summary>Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.MarkRestoreExpected()">
			<summary>Indicate that there's a RenderTexture restore operation expected.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CheckSphere(UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates.</summary>
		</member>
		<member name="P:UnityEngine.Debug.developerConsoleVisible">
			<summary>Opens or closes developer console.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CheckSphere(UnityEngine.Vector3,System.Single)">
			<summary>Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates.</summary>
		</member>
		<member name="P:UnityEngine.Debug.isDebugBuild">
			<summary>In the Build Settings dialog there is a check box called "Development Build".</summary>
		</member>
		<member name="T:UnityEngine.RaycastHit2D">
			<summary>Information returned about an object detected by a raycast in 2D physics.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CheckCapsule(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Int32)">
			<summary>Returns true if there are any colliders overlapping the capsule defined by the axis going from start and end and having radius in world coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single,System.Boolean)">
			<summary>Draws a line between specified start and end points.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.SetGlobalShaderProperty(System.String)">
			<summary>Assigns this RenderTexture as a global shader property named propertyName.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single)">
			<summary>Draws a line between specified start and end points.</summary>
		</member>
		<member name="M:UnityEngine.Physics.CheckCapsule(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Returns true if there are any colliders overlapping the capsule defined by the axis going from start and end and having radius in world coordinates.</summary>
		</member>
		<member name="M:UnityEngine.InteractiveCloth.AddForceAtPosition(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,UnityEngine.ForceMode)">
			<summary>Adds force force to all vertices of the cloth mesh which are with radius distance of position.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color)">
			<summary>Draws a line between specified start and end points.</summary>
		</member>
		<member name="M:UnityEngine.InteractiveCloth.AddForceAtPosition(UnityEngine.Vector3,UnityEngine.Vector3,System.Single)">
			<summary>Adds force force to all vertices of the cloth mesh which are with radius distance of position.</summary>
		</member>
		<member name="T:UnityEngine.AnimationCurve">
			<summary>A collection of curves form an AnimationClip.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawLine(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Draws a line between specified start and end points.</summary>
		</member>
		<member name="T:UnityEngine.RigidbodyInterpolation2D">
			<summary>Interpolation mode for Rigidbody2D objects.</summary>
		</member>
		<member name="M:UnityEngine.InteractiveCloth.AttachToCollider(UnityEngine.Collider,System.Boolean,System.Boolean)">
			<summary>Attaches a collider to the cloth object.</summary>
		</member>
		<member name="P:UnityEngine.AnimationCurve.keys">
			<summary>All keys defined in the animation curve.</summary>
		</member>
		<member name="M:UnityEngine.Physics.IgnoreCollision(UnityEngine.Collider,UnityEngine.Collider,System.Boolean)">
			<summary>Makes the collision detection system ignore all collisions between collider1 and collider2.</summary>
		</member>
		<member name="T:UnityEngine.EventModifiers">
			<summary>Types of modifier key that can be active during a keystroke event.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single)">
			<summary>Draws a line from start to start + dir in world coordinates.</summary>
		</member>
		<member name="P:UnityEngine.AnimationCurve.length">
			<summary>The number of keys in the curve. (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.CameraClearFlags">
			<summary>Values for Camera.clearFlags, determining what to clear when rendering a Camera.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color)">
			<summary>Draws a line from start to start + dir in world coordinates.</summary>
		</member>
		<member name="M:UnityEngine.InteractiveCloth.AttachToCollider(UnityEngine.Collider,System.Boolean)">
			<summary>Attaches a collider to the cloth object.</summary>
		</member>
		<member name="M:UnityEngine.Physics.IgnoreCollision(UnityEngine.Collider,UnityEngine.Collider)">
			<summary>Makes the collision detection system ignore all collisions between collider1 and collider2.</summary>
		</member>
		<member name="P:UnityEngine.AnimationCurve.preWrapMode">
			<summary>The behaviour of the animation before the first keyframe.</summary>
		</member>
		<member name="T:UnityEngine.RigidbodySleepMode2D">
			<summary>Settings for a Rigidbody2D's initial sleep state.</summary>
		</member>
		<member name="M:UnityEngine.Physics.IgnoreLayerCollision(System.Int32,System.Int32,System.Boolean)">
			<summary>Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Draws a line from start to start + dir in world coordinates.</summary>
		</member>
		<member name="P:UnityEngine.AnimationCurve.postWrapMode">
			<summary>The behaviour of the animation after the last keyframe.</summary>
		</member>
		<member name="M:UnityEngine.Physics.IgnoreLayerCollision(System.Int32,System.Int32)">
			<summary>Makes the collision detection system ignore all collisions between any collider in layer1 and any collider in layer2.</summary>
		</member>
		<member name="M:UnityEngine.Debug.DrawRay(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Color,System.Single,System.Boolean)">
			<summary>Draws a line from start to start + dir in world coordinates.</summary>
		</member>
		<member name="M:UnityEngine.RenderTexture.SupportsStencil(UnityEngine.RenderTexture)">
			<summary>Does the RenderTexture have stencil buffer?</summary>
		</member>
		<member name="M:UnityEngine.InteractiveCloth.AttachToCollider(UnityEngine.Collider)">
			<summary>Attaches a collider to the cloth object.</summary>
		</member>
		<member name="M:UnityEngine.InteractiveCloth.DetachFromCollider(UnityEngine.Collider)">
			<summary>Detaches a collider from the cloth object.</summary>
		</member>
		<member name="T:UnityEngine.CollisionDetectionMode2D">
			<summary>Options for the detection mode used by a Rigidbody2D.</summary>
		</member>
		<member name="M:UnityEngine.Debug.Break()">
			<summary>Pauses the editor.</summary>
		</member>
		<member name="T:UnityEngine.ClothSkinningCoefficient">
			<summary>The ClothSkinningCoefficient struct is used to set up how a SkinnedCloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to.</summary>
		</member>
		<member name="F:UnityEngine.ClothSkinningCoefficient.maxDistance">
			<summary>Distance a vertex is allowed to travel from the skinned mesh vertex position.</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.Evaluate(System.Single)">
			<summary>Evaluate the curve at time.</summary>
		</member>
		<member name="T:UnityEngine.GUIElement">
			<summary>Base class for images &amp; text strings displayed in a GUI.</summary>
		</member>
		<member name="M:UnityEngine.Physics.GetIgnoreLayerCollision(System.Int32,System.Int32)">
			<summary>Are collisions between layer1 and layer2 being ignored?</summary>
		</member>
		<member name="T:UnityEngine.DepthTextureMode">
			<summary>Depth texture generation mode for Camera.</summary>
		</member>
		<member name="F:UnityEngine.ClothSkinningCoefficient.maxDistanceBias">
			<summary>Distorts the sphere defined by the maxDistance based on skinned mesh normals.</summary>
		</member>
		<member name="T:UnityEngine.JointTranslationLimits2D">
			<summary>Motion limits of a Rigidbody2D object along a SliderJoint2D.</summary>
		</member>
		<member name="T:UnityEngine.ForceMode2D">
			<summary>Option for how to apply a force using Rigidbody2D.AddForce.</summary>
		</member>
		<member name="F:UnityEngine.ClothSkinningCoefficient.collisionSphereRadius">
			<summary>Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.</summary>
		</member>
		<member name="M:UnityEngine.GUIElement.HitTest(UnityEngine.Vector3,UnityEngine.Camera)">
			<summary>Is a point on screen inside the element.</summary>
		</member>
		<member name="T:UnityEngine.Gizmos">
			<summary>Gizmos are used to give visual debugging or setup aids in the scene view.</summary>
		</member>
		<member name="P:UnityEngine.JointTranslationLimits2D.min">
			<summary>Minimum distance the Rigidbody2D object can move from the Slider Joint's anchor.</summary>
		</member>
		<member name="M:UnityEngine.GUIElement.HitTest(UnityEngine.Vector3)">
			<summary>Is a point on screen inside the element.</summary>
		</member>
		<member name="F:UnityEngine.ClothSkinningCoefficient.collisionSphereDistance">
			<summary>Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.AddKey(System.Single,System.Single)">
			<summary>Add a new key to the curve.</summary>
		</member>
		<member name="T:UnityEngine.Rigidbody2D">
			<summary>Rigidbody physics component for 2D sprites.</summary>
		</member>
		<member name="T:UnityEngine.SkinnedCloth">
			<summary>The SkinnedCloth component works together with the SkinnedMeshRenderer to simulate clothing on a character.</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.AddKey(UnityEngine.Keyframe)">
			<summary>Add a new key to the curve.</summary>
		</member>
		<member name="M:UnityEngine.GUIElement.GetScreenRect(UnityEngine.Camera)">
			<summary>Returns bounding rectangle of GUIElement in screen coordinates.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedCloth.worldVelocityScale">
			<summary>How much world-space movement of the character will affect cloth vertices.</summary>
		</member>
		<member name="P:UnityEngine.JointTranslationLimits2D.max">
			<summary>Maximum distance the Rigidbody2D object can move from the Slider Joint's anchor.</summary>
		</member>
		<member name="T:UnityEngine.Collider2D">
			<summary>Parent class for collider types used with 2D gameplay.</summary>
		</member>
		<member name="M:UnityEngine.GUIElement.GetScreenRect()">
			<summary>Returns bounding rectangle of GUIElement in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.MoveKey(System.Int32,UnityEngine.Keyframe)">
			<summary>Removes the keyframe at index and inserts key.</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.RemoveKey(System.Int32)">
			<summary>Removes a key.</summary>
		</member>
		<member name="P:UnityEngine.Collider2D.isTrigger">
			<summary>Is this collider configured as a trigger?</summary>
		</member>
		<member name="T:UnityEngine.GUITexture">
			<summary>A texture image used in a 2D GUI.</summary>
		</member>
		<member name="T:UnityEngine.JointMotor2D">
			<summary>Parameters for the optional motor force applied to a Joint2D.</summary>
		</member>
		<member name="P:UnityEngine.Collider2D.attachedRigidbody">
			<summary>The Rigidbody2D attached to the Collider2D's GameObject.</summary>
		</member>
		<member name="T:UnityEngine.AnisotropicFiltering">
			<summary>Anisotropic filtering mode.</summary>
		</member>
		<member name="P:UnityEngine.GUITexture.color">
			<summary>The color of the GUI texture.</summary>
		</member>
		<member name="P:UnityEngine.Collider2D.shapeCount">
			<summary>The number of separate shaped regions in the collider.</summary>
		</member>
		<member name="P:UnityEngine.GUITexture.texture">
			<summary>The texture used for drawing.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedCloth.worldAccelerationScale">
			<summary>How much world-space acceleration of the character will affect cloth vertices.</summary>
		</member>
		<member name="P:UnityEngine.Collider2D.bounds">
			<summary>The world space bounding area of the collider.</summary>
		</member>
		<member name="P:UnityEngine.GUITexture.pixelInset">
			<summary>Pixel inset used for pixel adjustments for size and position.</summary>
		</member>
		<member name="P:UnityEngine.GUITexture.border">
			<summary>The border defines the number of pixels from the edge that are not affected by scale.</summary>
		</member>
		<member name="T:UnityEngine.BlendWeights">
			<summary>Blend weights.</summary>
		</member>
		<member name="T:UnityEngine.iPhoneInput">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.SmoothTangents(System.Int32,System.Single)">
			<summary>Smooth the in and out tangents of the keyframe at index.</summary>
		</member>
		<member name="P:UnityEngine.Collider2D.sharedMaterial">
			<summary>The PhysicsMaterial2D that is applied to this collider.</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.Linear(System.Single,System.Single,System.Single,System.Single)">
			<summary>A straight Line starting at timeStart, valueStart and ending at timeEnd, valueEnd.</summary>
		</member>
		<member name="M:UnityEngine.Debug.Log(System.Object)">
			<summary>Logs message to the Unity Console.</summary>
		</member>
		<member name="P:UnityEngine.JointMotor2D.motorSpeed">
			<summary>The desired speed for the Rigidbody2D to reach as it moves with the joint.</summary>
		</member>
		<member name="P:UnityEngine.JointMotor2D.maxMotorTorque">
			<summary>The maximum force that can be applied to the Rigidbody2D at the joint to attain the target speed.</summary>
		</member>
		<member name="M:UnityEngine.Debug.Log(System.Object,UnityEngine.Object)">
			<summary>Logs message to the Unity Console.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogError(System.Object)">
			<summary>A variant of Debug.Log that logs an error message to the console.</summary>
		</member>
		<member name="T:UnityEngine.TextureCompressionQuality">
			<summary>Compression Quality.</summary>
		</member>
		<member name="M:UnityEngine.Collider2D.OverlapPoint(UnityEngine.Vector2)">
			<summary>Check if a collider overlaps a point in space.</summary>
		</member>
		<member name="M:UnityEngine.SkinnedCloth.SetEnabledFading(System.Boolean,System.Single)">
			<summary>Fade the cloth simulation in or out, and enabled or disable the SkinnedCloth.</summary>
		</member>
		<member name="M:UnityEngine.AnimationCurve.EaseInOut(System.Single,System.Single,System.Single,System.Single)">
			<summary>An ease-in and out curve starting at timeStart, valueStart and ending at timeEnd, valueEnd.</summary>
		</member>
		<member name="M:UnityEngine.SkinnedCloth.SetEnabledFading(System.Boolean)">
			<summary>Fade the cloth simulation in or out, and enabled or disable the SkinnedCloth.</summary>
		</member>
		<member name="T:UnityEngine.ClothRenderer">
			<summary>The ClothRenderer component is used together with the InteractiveCloth component, to visualize a cloth object in the scene.</summary>
		</member>
		<member name="T:UnityEngine.MeshFilter">
			<summary>A class to access the Mesh of the mesh filter.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogError(System.Object,UnityEngine.Object)">
			<summary>A variant of Debug.Log that logs an error message to the console.</summary>
		</member>
		<member name="T:UnityEngine.JointSuspension2D">
			<summary>Joint suspension is used to define how suspension works on a WheelJoint2D.</summary>
		</member>
		<member name="P:UnityEngine.MeshFilter.mesh">
			<summary>Returns the instantiated Mesh assigned to the mesh filter.</summary>
		</member>
		<member name="T:UnityEngine.PlayMode">
			<summary>Used by Animation.Play function.</summary>
		</member>
		<member name="P:UnityEngine.ClothRenderer.pauseWhenNotVisible">
			<summary>Should the cloth simulation be paused when the ClothRenderer is not visible?</summary>
		</member>
		<member name="P:UnityEngine.MeshFilter.sharedMesh">
			<summary>Returns the shared mesh of the mesh filter.</summary>
		</member>
		<member name="T:UnityEngine.TextAlignment">
			<summary>How multiline text should be aligned.</summary>
		</member>
		<member name="T:UnityEngine.CircleCollider2D">
			<summary>Collider for 2D physics representing an circle.</summary>
		</member>
		<member name="P:UnityEngine.JointSuspension2D.dampingRatio">
			<summary>The amount by which the suspension spring force is reduced in proportion to the movement speed.</summary>
		</member>
		<member name="P:UnityEngine.CircleCollider2D.center">
			<summary>Center point of the circle in local space.</summary>
		</member>
		<member name="P:UnityEngine.JointSuspension2D.frequency">
			<summary>The frequency at which the suspension spring oscillates.</summary>
		</member>
		<member name="T:UnityEngine.TerrainCollider">
			<summary>A heightmap based collider.</summary>
		</member>
		<member name="T:UnityEngine.CombineInstance">
			<summary>Struct used to describe meshes to be combined using Mesh.CombineMeshes.</summary>
		</member>
		<member name="P:UnityEngine.TerrainCollider.terrainData">
			<summary>The terrain that stores the heightmap.</summary>
		</member>
		<member name="P:UnityEngine.JointSuspension2D.angle">
			<summary>The world angle along which the suspension will move.   This provides 2D constrained motion similar to a SliderJoint2D.  This is typically how suspension works in the real world.</summary>
		</member>
		<member name="M:UnityEngine.Debug.ClearDeveloperConsole()">
			<summary>Clears errors from the developer console.</summary>
		</member>
		<member name="P:UnityEngine.CircleCollider2D.radius">
			<summary>Radius of the circle.</summary>
		</member>
		<member name="T:UnityEngine.QueueMode">
			<summary>Used by Animation.Play function.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogException(System.Exception)">
			<summary>A variant of Debug.Log that logs an error message to the console.</summary>
		</member>
		<member name="P:UnityEngine.CombineInstance.mesh">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.TextAnchor">
			<summary>Where the anchor of the text is placed.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogException(System.Exception,UnityEngine.Object)">
			<summary>A variant of Debug.Log that logs an error message to the console.</summary>
		</member>
		<member name="P:UnityEngine.CombineInstance.subMeshIndex">
			<summary>Submesh index of the mesh.</summary>
		</member>
		<member name="T:UnityEngine.Physics2D">
			<summary>Global settings and helpers for 2D physics.</summary>
		</member>
		<member name="P:UnityEngine.CombineInstance.transform">
			<summary>Matrix to transform the mesh with before combining.</summary>
		</member>
		<member name="T:UnityEngine.AnimationBlendMode">
			<summary>Used by Animation.Play function.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogWarning(System.Object)">
			<summary>A variant of Debug.Log that logs a warning message to the console.</summary>
		</member>
		<member name="M:UnityEngine.Debug.LogWarning(System.Object,UnityEngine.Object)">
			<summary>A variant of Debug.Log that logs a warning message to the console.</summary>
		</member>
		<member name="T:UnityEngine.AnimationCullingType">
			<summary>This enum controlls culling of Animation component.</summary>
		</member>
		<member name="T:UnityEngine.Joint2D">
			<summary>Parent class for joints to connect Rigidbody2D objects.</summary>
		</member>
		<member name="T:UnityEngine.Display">
			<summary>Provides access to a display / screen for rendering operations.</summary>
		</member>
		<member name="T:UnityEngine.BoxCollider2D">
			<summary>Collider for 2D physics representing an axis-aligned rectangle.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.velocityIterations">
			<summary>The number of iterations of the physics solver when considering objects' velocities.</summary>
		</member>
		<member name="P:UnityEngine.Joint2D.connectedBody">
			<summary>The Rigidbody2D object to which the other end of the joint is attached (ie, the object without the joint component).</summary>
		</member>
		<member name="P:UnityEngine.BoxCollider2D.center">
			<summary>The center point of the rectangle in local space.</summary>
		</member>
		<member name="T:UnityEngine.Animation">
			<summary>The animation component is used to play back animations.</summary>
		</member>
		<member name="F:UnityEngine.Display.displays">
			<summary>The list of currently connected Displays. Contains at least one (main) display.</summary>
		</member>
		<member name="T:UnityEngine.MeshTopology">
			<summary>Topology of Mesh faces.</summary>
		</member>
		<member name="P:UnityEngine.BoxCollider2D.size">
			<summary>The width and height of the rectangle.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.positionIterations">
			<summary>The number of iterations of the physics solver when considering objects' positions.</summary>
		</member>
		<member name="P:UnityEngine.Joint2D.collideConnected">
			<summary>Can the joint collide with the other Rigidbody2D object to which it is attached?</summary>
		</member>
		<member name="T:UnityEngine.Mesh">
			<summary>A class that allows creating or modifying meshes from scripts.</summary>
		</member>
		<member name="T:UnityEngine.NotConvertedAttribute">
			<summary>Instructs the build pipeline not to convert a type or member to the target platform.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.gravity">
			<summary>Acceleration due to gravity.</summary>
		</member>
		<member name="T:UnityEngine.GUIText">
			<summary>A text string displayed in a GUI.</summary>
		</member>
		<member name="T:UnityEngine.EdgeCollider2D">
			<summary>Collider for 2D physics representing an arbitrary set of connected edges (lines) defined by its vertices.</summary>
		</member>
		<member name="T:UnityEngine.AnchoredJoint2D">
			<summary>Parent class for all joints that have anchor points.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.text">
			<summary>The text to display.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.raycastsHitTriggers">
			<summary>Do raycasts detect Colliders configured as triggers?</summary>
		</member>
		<member name="P:UnityEngine.EdgeCollider2D.edgeCount">
			<summary>Gets the number of edges.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.material">
			<summary>The Material to use for rendering.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.deleteStopsCallbacks">
			<summary>Whether to stop processing collision callbacks if any of the objects involved in the collision are deleted or not.</summary>
		</member>
		<member name="P:UnityEngine.AnchoredJoint2D.anchor">
			<summary>The joint's anchor point on the object that has the joint component.</summary>
		</member>
		<member name="P:UnityEngine.EdgeCollider2D.pointCount">
			<summary>Gets the number of points.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.pixelOffset">
			<summary>The pixel offset of the text.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.velocityThreshold">
			<summary>Any collisions with a relative linear velocity below this threshold will be treated as inelastic.</summary>
		</member>
		<member name="T:UnityEngine.AnimationState">
			<summary>The AnimationState gives full control over animation blending.</summary>
		</member>
		<member name="T:UnityEngine.CalendarIdentifier">
			<summary>Specify calendar types.</summary>
		</member>
		<member name="T:UnityEngine.NotFlashValidatedAttribute">
			<summary>Instructs the build pipeline not to try and validate a type or member for the flash platform.</summary>
		</member>
		<member name="P:UnityEngine.AnchoredJoint2D.connectedAnchor">
			<summary>The joint's anchor point on the second object (ie, the one which doesn't have the joint component).</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.maxLinearCorrection">
			<summary>The maximum linear position correction used when solving constraints.  This helps to prevent overshoot.</summary>
		</member>
		<member name="T:UnityEngine.GameObject">
			<summary>Base class for all entities in Unity scenes.</summary>
		</member>
		<member name="T:UnityEngine.CalendarUnit">
			<summary>Specify calendrical units.</summary>
		</member>
		<member name="T:UnityEngine.NotRenamedAttribute">
			<summary>Prevent name mangling of constructors, methods, fields and properties.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.isReadable">
			<summary>Returns state of the Read/Write Enabled checkbox when model was imported.</summary>
		</member>
		<member name="P:UnityEngine.EdgeCollider2D.points">
			<summary>Get or set the points defining multiple continuous edges.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.maxAngularCorrection">
			<summary>The maximum angular position correction used when solving constraints.  This helps to prevent overshoot.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.font">
			<summary>The font used for the text.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.isStatic">
			<summary>Editor only API that specifies if a game object is static.</summary>
		</member>
		<member name="T:UnityEngine.MonoBehaviour">
			<summary>MonoBehaviour is the base class every script derives from.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.vertices">
			<summary>Returns a copy of the vertex positions or assigns a new vertex positions array.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.normals">
			<summary>The normals of the mesh.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.maxTranslationSpeed">
			<summary>The maximum linear speed of a rigid-body per physics update.  Increasing this can cause numerical problems.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.alignment">
			<summary>The alignment of the text.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.tangents">
			<summary>The tangents of the mesh.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.maxRotationSpeed">
			<summary>The maximum angular speed of a rigid-body per physics update.  Increasing this can cause numerical problems.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.anchor">
			<summary>The anchor of the text.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.uv">
			<summary>The base texture coordinates of the mesh.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.baumgarteScale">
			<summary>The scale factor that controls how fast overlaps are resolved.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.uv2">
			<summary>The second texture coordinate set of the mesh, if present.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.baumgarteTOIScale">
			<summary>The scale factor that controls how fast TOI overlaps are resolved.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.lineSpacing">
			<summary>The line spacing multiplier.</summary>
		</member>
		<member name="T:UnityEngine.TouchPhase">
			<summary>Describes phase of a finger touch.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.transform">
			<summary>The Transform attached to this GameObject. (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.GUIText.tabSize">
			<summary>The tab width multiplier.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.timeToSleep">
			<summary>The time in seconds that a rigid-body must be still before it will go to sleep.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.fontSize">
			<summary>The font size to use (for dynamic fonts).</summary>
		</member>
		<member name="M:UnityEngine.EdgeCollider2D.Reset()">
			<summary>Reset to a single edge consisting of two points.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.bounds">
			<summary>The bounding volume of the mesh.</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.linearSleepTolerance">
			<summary>A rigid-body cannot sleep if its linear velocity is above this tolerance.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.fontStyle">
			<summary>The font style to use (for dynamic fonts).</summary>
		</member>
		<member name="P:UnityEngine.GameObject.rigidbody">
			<summary>The Rigidbody attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.Physics2D.angularSleepTolerance">
			<summary>A rigid-body cannot sleep if its angular velocity is above this tolerance.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.colors">
			<summary>Vertex colors of the mesh.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.richText">
			<summary>Enable HTML-style tags for Text Formatting Markup.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.colors32">
			<summary>Vertex colors of the mesh.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.triangles">
			<summary>An array containing all triangles in the mesh.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.vertexCount">
			<summary>Returns the number of vertices in the mesh (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.PolygonCollider2D">
			<summary>Collider for 2D physics representing an arbitrary polygon defined by its vertices.</summary>
		</member>
		<member name="P:UnityEngine.GUIText.color">
			<summary>The color used to render the text.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.subMeshCount">
			<summary>The number of submeshes. Every material has a separate triangle list.</summary>
		</member>
		<member name="P:UnityEngine.PolygonCollider2D.points">
			<summary>Corner points that define the collider's shape in local space.</summary>
		</member>
		<member name="T:UnityEngine.SpringJoint2D">
			<summary>Joint that attempts to keep two Rigidbody2D objects a set distance apart by applying a force between them.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.boneWeights">
			<summary>The bone weights of each vertex.</summary>
		</member>
		<member name="P:UnityEngine.PolygonCollider2D.pathCount">
			<summary>The number of paths in the polygon.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.rigidbody2D">
			<summary>The Rigidbody2D component attached to this GameObject. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.GameObject.camera">
			<summary>The Camera attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="T:UnityEngine.LocalNotification">
			<summary>LocalNotification is a wrapper around the UILocalNotification class found in the Apple UIKit framework and is only available on iPhone/iPad/iPod Touch.</summary>
		</member>
		<member name="M:UnityEngine.PolygonCollider2D.GetPath(System.Int32)">
			<summary>Get a path from the polygon by its index.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.light">
			<summary>The Light attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.GameObject.animation">
			<summary>The Animation attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.PolygonCollider2D.SetPath(System.Int32,UnityEngine.Vector2[])">
			<summary>Define a path by its constituent points.</summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.fireDate">
			<summary>The date and time when the system should deliver the notification.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.constantForce">
			<summary>The ConstantForce attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="T:UnityEngine.IMECompositionMode">
			<summary>Controls IME input.</summary>
		</member>
		<member name="M:UnityEngine.PolygonCollider2D.GetTotalPointCount()">
			<summary>Return the total number of points in the polygon in all paths.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.bindposes">
			<summary>The bind poses. The bind pose at each index refers to the bone with the same index.</summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.timeZone">
			<summary>The time zone of the notification's fire date.</summary>
		</member>
		<member name="T:UnityEngine.DistanceJoint2D">
			<summary>Joint that keeps two Rigidbody2D objects a fixed distance apart.</summary>
		</member>
		<member name="P:UnityEngine.Mesh.blendShapeCount">
			<summary>Returns BlendShape count on this mesh.</summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.repeatInterval">
			<summary>The calendar interval at which to reschedule the notification.</summary>
		</member>
		<member name="M:UnityEngine.PolygonCollider2D.CreatePrimitive(System.Int32,UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Creates as regular primitive polygon with the specified number of sides.</summary>
		</member>
		<member name="P:UnityEngine.DistanceJoint2D.distance">
			<summary>The distance separating the two ends of the joint.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.Clear(System.Boolean)">
			<summary>Clears all vertex data and all triangle indices.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.renderer">
			<summary>The Renderer attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.repeatCalendar">
			<summary>The calendar type (Gregorian, Chinese, etc) to use for rescheduling the notification.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.Clear()">
			<summary>Clears all vertex data and all triangle indices.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.audio">
			<summary>The AudioSource attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Mesh.RecalculateBounds()">
			<summary>Recalculate the bounding volume of the mesh from the vertices.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.guiText">
			<summary>The GUIText attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Mesh.RecalculateNormals()">
			<summary>Recalculates the normals of the mesh from the triangles and vertices.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.networkView">
			<summary>The NetworkView attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.IgnoreCollision(UnityEngine.Collider2D,UnityEngine.Collider2D,System.Boolean)">
			<summary>Makes the collision detection system ignore all collisions/triggers between collider1 and collider2.</summary>
		</member>
		<member name="M:UnityEngine.PolygonCollider2D.CreatePrimitive(System.Int32,UnityEngine.Vector2)">
			<summary>Creates as regular primitive polygon with the specified number of sides.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.Optimize()">
			<summary>Optimizes the mesh for display.</summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.alertBody">
			<summary>The message displayed in the notification alert.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.guiTexture">
			<summary>The GUITexture attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.IgnoreCollision(UnityEngine.Collider2D,UnityEngine.Collider2D)">
			<summary>Makes the collision detection system ignore all collisions/triggers between collider1 and collider2.</summary>
		</member>
		<member name="M:UnityEngine.PolygonCollider2D.CreatePrimitive(System.Int32)">
			<summary>Creates as regular primitive polygon with the specified number of sides.</summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.alertAction">
			<summary>The title of the action button or slider.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.collider">
			<summary>The Collider attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="T:UnityEngine.ContactPoint2D">
			<summary>Details about a specific point of contact involved in a 2D physics collision.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.collider2D">
			<summary>The Collider2D component attached to this object.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.GetTriangles(System.Int32)">
			<summary>Returns the triangle list for the submesh.</summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.hasAction">
			<summary>A boolean value that controls whether the alert action is visible or not.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.hingeJoint">
			<summary>The HingeJoint attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.alertLaunchImage">
			<summary>Identifies the image used as the launch image when the user taps the action button.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetIgnoreCollision(UnityEngine.Collider2D,UnityEngine.Collider2D)">
			<summary>Checks whether the collision detection system will ignore all collisions/triggers between collider1 and collider2 or not.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.particleEmitter">
			<summary>The ParticleEmitter attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Mesh.SetTriangles(System.Int32[],System.Int32)">
			<summary>Sets the triangle list for the submesh.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.particleSystem">
			<summary>The ParticleSystem attached to this GameObject (Read Only). (null if there is none attached).</summary>
		</member>
		<member name="M:UnityEngine.Mesh.GetIndices(System.Int32)">
			<summary>Returns the index buffer for the submesh.</summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.applicationIconBadgeNumber">
			<summary>The number to display as the application's icon badge.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.layer">
			<summary>The layer the game object is in. A layer is in the range [0...31].</summary>
		</member>
		<member name="M:UnityEngine.Mesh.SetIndices(System.Int32[],UnityEngine.MeshTopology,System.Int32)">
			<summary>Sets the index buffer for the submesh.</summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.soundName">
			<summary>The name of the sound file to play when an alert is displayed.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.GetTopology(System.Int32)">
			<summary>Gets the topology of a submesh.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.activeSelf">
			<summary>The local active state of this GameObject. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.defaultSoundName">
			<summary>The default system sound. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.GameObject.activeInHierarchy">
			<summary>Is the GameObject active in the scene?</summary>
		</member>
		<member name="P:UnityEngine.LocalNotification.userInfo">
			<summary>A dictionary for passing custom information to the notified application.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.IgnoreLayerCollision(System.Int32,System.Int32,System.Boolean)">
			<summary>Choose whether to detect or ignore collisions between a specified pair of layers.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.CombineMeshes(UnityEngine.CombineInstance[],System.Boolean,System.Boolean)">
			<summary>Combines several meshes into this mesh.</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint2D.point">
			<summary>The point of contact between the two colliders in world space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.IgnoreLayerCollision(System.Int32,System.Int32)">
			<summary>Choose whether to detect or ignore collisions between a specified pair of layers.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.CombineMeshes(UnityEngine.CombineInstance[],System.Boolean)">
			<summary>Combines several meshes into this mesh.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.CombineMeshes(UnityEngine.CombineInstance[])">
			<summary>Combines several meshes into this mesh.</summary>
		</member>
		<member name="P:UnityEngine.GameObject.tag">
			<summary>The tag of this game object.</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint2D.normal">
			<summary>Surface normal at the contact point.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetIgnoreLayerCollision(System.Int32,System.Int32)">
			<summary>Should collisions between the specified layers be ignored?</summary>
		</member>
		<member name="P:UnityEngine.ContactPoint2D.collider">
			<summary>The collider attached to the object receiving the collision message.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.MarkDynamic()">
			<summary>Optimize mesh for frequent updates.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.UploadMeshData(System.Boolean)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.ContactPoint2D.otherCollider">
			<summary>The incoming collider involved in the collision at this contact point.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SampleAnimation(UnityEngine.AnimationClip,System.Single)">
			<summary>Samples an animation at a given time for any animated properties.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Linecast(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.DistanceJoint2D.maxDistanceOnly">
			<summary>Whether to maintain a maximum distance only or not.  If not then the absolute distance will be maintained instead.</summary>
		</member>
		<member name="T:UnityEngine.CharacterInfo">
			<summary>Info how to render a character from the font texture. See /Font.characterInfo/.</summary>
		</member>
		<member name="T:UnityEngine.Collision2D">
			<summary>Information returned by a collision in 2D physics.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.CreatePrimitive(UnityEngine.PrimitiveType)">
			<summary>Creates a game object with a primitive mesh renderer and appropriate collider.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.GetBlendShapeName(System.Int32)">
			<summary>Returns name of BlendShape by given index.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.index">
			<summary>Unicode value of the character.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Linecast(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.uv">
			<summary>UV coordinates for the character in the texture.</summary>
		</member>
		<member name="M:UnityEngine.Mesh.GetBlendShapeIndex(System.String)">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Linecast(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponent(System.Type)">
			<summary>Returns the component of Type type if the game object has one attached, null if it doesn't.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.vert">
			<summary>Screen coordinates for the character in generated text meshes.</summary>
		</member>
		<member name="T:UnityEngine.BoneWeight">
			<summary>Skinning bone weights of a vertex in the mesh.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Linecast(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="T:UnityEngine.Touch">
			<summary>Structure describing the status of a finger touching the screen.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponent()">
			<summary>Returns the component of Type type if the game object has one attached, null if it doesn't.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.width">
			<summary>How for to advance between the beginning of this charcater and the next.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.DistanceJoint2D.GetReactionForce(System.Single)">
			<summary>Gets the reaction force of the joint given the specified timestep.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponent(System.String)">
			<summary>Returns the component of Type type if the game object has one attached, null if it doesn't.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.size">
			<summary>The size of the character or 0 if it is the default font size.</summary>
		</member>
		<member name="M:UnityEngine.DistanceJoint2D.GetReactionTorque(System.Single)">
			<summary>Gets the reaction torque of the joint given the specified timestep.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.style">
			<summary>The style of the character.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentInChildren(System.Type)">
			<summary>Returns the component of Type type in the GameObject or any of its children using depth first search.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastAll(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.Collision2D.rigidbody">
			<summary>The incoming Rigidbody2D involved in the collision.</summary>
		</member>
		<member name="F:UnityEngine.CharacterInfo.flipped">
			<summary>Is the character flipped?</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentInChildren()">
			<summary>Returns the component of Type type in the GameObject or any of its children using depth first search.</summary>
		</member>
		<member name="P:UnityEngine.Collision2D.collider">
			<summary>The incoming Collider2D involved in the collision.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Int32,System.Single,System.Single)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.Collision2D.transform">
			<summary>The Transform of the incoming object involved in the collision.</summary>
		</member>
		<member name="T:UnityEngine.Font">
			<summary>Script interface for font assets.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentInParent(System.Type)">
			<summary>Finds component in the parent.</summary>
		</member>
		<member name="P:UnityEngine.Collision2D.gameObject">
			<summary>The incoming GameObject involved in the collision.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Int32,System.Single)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentInParent()">
			<summary>Finds component in the parent.</summary>
		</member>
		<member name="P:UnityEngine.Collision2D.contacts">
			<summary>The specific points of contact with the incoming Collider2D.</summary>
		</member>
		<member name="P:UnityEngine.Touch.fingerId">
			<summary>The unique index for the touch.</summary>
		</member>
		<member name="P:UnityEngine.Font.material">
			<summary>The material used for the font display.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Int32)">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.Collision2D.relativeVelocity">
			<summary>The relative linear velocity of the two colliding objects (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Touch.position">
			<summary>The position of the touch in pixel coordinates.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.weight0">
			<summary>Skinning weight for first bone.</summary>
		</member>
		<member name="P:UnityEngine.Touch.rawPosition">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.HingeJoint2D">
			<summary>Joint that allows a Rigidbody2D object to rotate around a point in space or a point on another object.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.weight1">
			<summary>Skinning weight for second bone.</summary>
		</member>
		<member name="P:UnityEngine.Font.characterInfo">
			<summary>Access an array of all characters contained in the font texture.</summary>
		</member>
		<member name="P:UnityEngine.Touch.deltaPosition">
			<summary>The position delta since last change.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.weight2">
			<summary>Skinning weight for third bone.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponents(System.Type)">
			<summary>Returns all components of Type type in the GameObject.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.weight3">
			<summary>Skinning weight for fourth bone.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.LinecastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[])">
			<summary>Casts a line against colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.useMotor">
			<summary>Should the joint be rotated automatically by a motor torque?</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponents()">
			<summary>Returns all components of Type type in the GameObject.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.boneIndex0">
			<summary>Index of first bone.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.useLimits">
			<summary>Should limits be placed on the range of rotation?</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.boneIndex1">
			<summary>Index of second bone.</summary>
		</member>
		<member name="P:UnityEngine.Touch.deltaTime">
			<summary>Amount of time that has passed since the last recorded change in Touch values.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Type)">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="P:UnityEngine.Font.textureRebuildCallback">
			<summary>Set a function to be called when the dynamic font texture is rebuilt.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.boneIndex2">
			<summary>Index of third bone.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.motor">
			<summary>Parameters for the motor force applied to the joint.</summary>
		</member>
		<member name="T:UnityEngine.RemoteNotification">
			<summary>RemoteNotification is only available on iPhone/iPad/iPod Touch.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Type,System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="P:UnityEngine.Touch.tapCount">
			<summary>Number of taps.</summary>
		</member>
		<member name="P:UnityEngine.BoneWeight.boneIndex3">
			<summary>Index of fourth bone.</summary>
		</member>
		<member name="P:UnityEngine.Font.dynamic">
			<summary>Is the font a dynamic font.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInChildren(System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="P:UnityEngine.Touch.phase">
			<summary>Describes the phase of the touch.</summary>
		</member>
		<member name="P:UnityEngine.RemoteNotification.alertBody">
			<summary>The message displayed in the notification alert. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInChildren()">
			<summary>Returns all components of Type type in the GameObject or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Raycast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Casts a ray against colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.limits">
			<summary>Limit of angular rotation on the joint.</summary>
		</member>
		<member name="T:UnityEngine.JointLimitState2D">
			<summary>Represents the state of a joint limit.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInParent(System.Type)">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.limitState">
			<summary>Gets the state of the joint limit.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInParent(System.Type,System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.referenceAngle">
			<summary>The angle referenced between the two bodies used as the constraint for the joint.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Raycast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Casts a ray against colliders in the scene.</summary>
		</member>
		<member name="P:UnityEngine.RemoteNotification.hasAction">
			<summary>A boolean value that controls whether the alert action is visible or not. (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.JointAngleLimits2D">
			<summary>Angular limits on the rotation of a Rigidbody2D object around a HingeJoint2D.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Raycast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)">
			<summary>Casts a ray against colliders in the scene.</summary>
		</member>
		<member name="T:UnityEngine.DeviceOrientation">
			<summary>Describes physical orientation of the device as determined by the OS.</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.jointAngle">
			<summary>The current joint angle with respect to the reference angle.</summary>
		</member>
		<member name="M:UnityEngine.Font.HasCharacter(System.Char)">
			<summary>Does this font have a specific character?</summary>
		</member>
		<member name="P:UnityEngine.RemoteNotification.applicationIconBadgeNumber">
			<summary>The number to display as the application's icon badge. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.HingeJoint2D.jointSpeed">
			<summary>The current joint speed.</summary>
		</member>
		<member name="P:UnityEngine.JointAngleLimits2D.min">
			<summary>Lower angular limit of rotation.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Raycast(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Casts a ray against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInParent(System.Boolean)">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="P:UnityEngine.RemoteNotification.soundName">
			<summary>The name of the sound file to play when an alert is displayed. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.Raycast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a ray against colliders in the scene.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.GetComponentsInParent()">
			<summary>Returns all components of Type type in the GameObject or any of its parents.</summary>
		</member>
		<member name="T:UnityEngine.AccelerationEvent">
			<summary>Structure describing acceleration status of the device.</summary>
		</member>
		<member name="P:UnityEngine.RemoteNotification.userInfo">
			<summary>A dictionary for passing custom information to the notified application. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Font.RequestCharactersInTexture(System.String,System.Int32,UnityEngine.FontStyle)">
			<summary>Request characters to be added to the font texture (dynamic fonts only).</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a ray against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Font.RequestCharactersInTexture(System.String,System.Int32)">
			<summary>Request characters to be added to the font texture (dynamic fonts only).</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Casts a ray against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.Font.RequestCharactersInTexture(System.String)">
			<summary>Request characters to be added to the font texture (dynamic fonts only).</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Casts a ray against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="P:UnityEngine.JointAngleLimits2D.max">
			<summary>Upper angular limit of rotation.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single)">
			<summary>Casts a ray against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="T:UnityEngine.SkinQuality">
			<summary>/ The maximum number of bones affecting a single vertex.</summary>
		</member>
		<member name="T:UnityEngine.NavMeshTriangulation">
			<summary>Contains data describing a triangulation of a navmesh.</summary>
		</member>
		<member name="T:UnityEngine.RemoteNotificationType">
			<summary>Specify remote notification types.</summary>
		</member>
		<member name="F:UnityEngine.NavMeshTriangulation.vertices">
			<summary>Vertices for the navmesh triangulation.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastAll(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Casts a ray against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.HingeJoint2D.GetReactionForce(System.Single)">
			<summary>Gets the reaction force of the joint given the specified timestep.</summary>
		</member>
		<member name="P:UnityEngine.AccelerationEvent.acceleration">
			<summary>Value of acceleration.</summary>
		</member>
		<member name="M:UnityEngine.Font.GetMaxVertsForString(System.String)">
			<summary>Returns the maximum number of verts that the text generator may return for a given string.</summary>
		</member>
		<member name="P:UnityEngine.AccelerationEvent.deltaTime">
			<summary>Amount of time passed since last accelerometer measurement.</summary>
		</member>
		<member name="M:UnityEngine.Font.GetCharacterInfo(System.Char,UnityEngine.CharacterInfo&,System.Int32,UnityEngine.FontStyle)">
			<summary>Get rendering info for a specific character.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a ray into the scene.</summary>
		</member>
		<member name="T:UnityEngine.SkinnedMeshRenderer">
			<summary>The Skinned Mesh filter.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single)">
			<summary>Casts a ray into the scene.</summary>
		</member>
		<member name="M:UnityEngine.Font.GetCharacterInfo(System.Char,UnityEngine.CharacterInfo&,System.Int32)">
			<summary>Get rendering info for a specific character.</summary>
		</member>
		<member name="F:UnityEngine.NavMeshTriangulation.indices">
			<summary>Triangle indices for the navmesh triangulation.</summary>
		</member>
		<member name="M:UnityEngine.HingeJoint2D.GetReactionTorque(System.Single)">
			<summary>Gets the reaction torque of the joint given the specified timestep.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32)">
			<summary>Casts a ray into the scene.</summary>
		</member>
		<member name="M:UnityEngine.Font.GetCharacterInfo(System.Char,UnityEngine.CharacterInfo&)">
			<summary>Get rendering info for a specific character.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedMeshRenderer.bones">
			<summary>The bones used to skin the mesh.</summary>
		</member>
		<member name="F:UnityEngine.NavMeshTriangulation.layers">
			<summary>NavMeshLayer values for the navmesh triangulation.</summary>
		</member>
		<member name="M:UnityEngine.HingeJoint2D.GetMotorTorque(System.Single)">
			<summary>Gets the motor torque of the joint given the specified timestep.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single)">
			<summary>Casts a ray into the scene.</summary>
		</member>
		<member name="T:UnityEngine.NotificationServices">
			<summary>NotificationServices is only available on iPhone/iPad/iPod Touch.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SetActive(System.Boolean)">
			<summary>Activates/Deactivates the GameObject.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedMeshRenderer.rootBone">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Physics2D.RaycastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.RaycastHit2D[])">
			<summary>Casts a ray into the scene.</summary>
		</member>
		<member name="T:UnityEngine.NavMesh">
			<summary>Navigation mesh.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedMeshRenderer.quality">
			<summary>The maximum number of bones affecting a single vertex.</summary>
		</member>
		<member name="P:UnityEngine.NotificationServices.localNotificationCount">
			<summary>The number of received local notifications. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.SkinnedMeshRenderer.sharedMesh">
			<summary>The mesh used for skinning.</summary>
		</member>
		<member name="P:UnityEngine.NotificationServices.localNotifications">
			<summary>The list of objects representing received local notifications. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.GameObject.CompareTag(System.String)">
			<summary>Is this game object tagged with /tag/?</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.Raycast(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.NavMeshHit&,System.Int32)">
			<summary>Trace a line between two points on the NavMesh.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedMeshRenderer.updateWhenOffscreen">
			<summary>If enabled, the Skinned Mesh will be updated when offscreen. If disabled, this also disables updating animations.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCast(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Casts a circle against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="P:UnityEngine.NotificationServices.scheduledLocalNotifications">
			<summary>All currently scheduled local notifications.</summary>
		</member>
		<member name="P:UnityEngine.SkinnedMeshRenderer.localBounds">
			<summary>AABB of this Skinned Mesh in its local space.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.FindWithTag(System.String)">
			<summary>Returns one active GameObject tagged tag. Returns null if no GameObject was found.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCast(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Casts a circle against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.CalculatePath(UnityEngine.Vector3,UnityEngine.Vector3,System.Int32,UnityEngine.NavMeshPath)">
			<summary>Calculate a path between two points and store the resulting path.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.FindGameObjectsWithTag(System.String)">
			<summary>Returns a list of active GameObjects tagged tag. Returns empty array if no GameObject was found.</summary>
		</member>
		<member name="P:UnityEngine.NotificationServices.remoteNotificationCount">
			<summary>The number of received remote notifications. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String,System.Object,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCast(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single)">
			<summary>Casts a circle against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="P:UnityEngine.NotificationServices.remoteNotifications">
			<summary>The list of objects representing received remote notifications. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String,System.Object)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="T:UnityEngine.UICharInfo">
			<summary>Class that specifes some information about a renderable character.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.FindClosestEdge(UnityEngine.Vector3,UnityEngine.NavMeshHit&,System.Int32)">
			<summary>Locate the closest NavMesh edge from a point on the NavMesh.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCast(UnityEngine.Vector2,System.Single,UnityEngine.Vector2)">
			<summary>Casts a circle against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="F:UnityEngine.UICharInfo.cursorPos">
			<summary>Position of the character cursor in local (text generated) space.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessageUpwards(System.String,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCast(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a circle against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.SamplePosition(UnityEngine.Vector3,UnityEngine.NavMeshHit&,System.Single,System.Int32)">
			<summary>Sample the NavMesh closest to the point specified.</summary>
		</member>
		<member name="F:UnityEngine.UICharInfo.charWidth">
			<summary>Character width.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessage(System.String,System.Object,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="P:UnityEngine.NotificationServices.enabledRemoteNotificationTypes">
			<summary>The types of notifications the application accepts.</summary>
		</member>
		<member name="T:UnityEngine.UILineInfo">
			<summary>Information about a generated line of text.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastAll(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a circle against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessage(System.String,System.Object)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.SetLayerCost(System.Int32,System.Single)">
			<summary>Sets the cost for traversing over geometry of the layer type on all agents.</summary>
		</member>
		<member name="M:UnityEngine.SkinnedMeshRenderer.BakeMesh(UnityEngine.Mesh)">
			<summary>Creates a snapshot of SkinnedMeshRenderer and stores it in mesh.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessage(System.String)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="F:UnityEngine.UILineInfo.startCharIdx">
			<summary>Index of the first character in the line.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastAll(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Casts a circle against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.SkinnedMeshRenderer.GetBlendShapeWeight(System.Int32)">
			<summary>Returns weight of BlendShape on this renderer.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.GetLayerCost(System.Int32)">
			<summary>Gets the cost for traversing over geometry of the layer type on all agents.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.SendMessage(System.String,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object.</summary>
		</member>
		<member name="F:UnityEngine.UILineInfo.height">
			<summary>Height of the line.</summary>
		</member>
		<member name="M:UnityEngine.SkinnedMeshRenderer.SetBlendShapeWeight(System.Int32,System.Single)">
			<summary>Sets weight of BlendShape on this renderer.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastAll(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Casts a circle against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.BroadcastMessage(System.String,System.Object,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.GetNavMeshLayerFromName(System.String)">
			<summary>Returns the layer index for a named layer.</summary>
		</member>
		<member name="T:UnityEngine.Flare">
			<summary>A flare asset. Read more about flares in the components reference.</summary>
		</member>
		<member name="T:UnityEngine.GUILayer">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.SliderJoint2D">
			<summary>Joint that restricts the motion of a Rigidbody2D object to a single line.</summary>
		</member>
		<member name="M:UnityEngine.NavMesh.CalculateTriangulation()">
			<summary>Triangulation of the current navmesh.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.BroadcastMessage(System.String,System.Object)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastAll(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single)">
			<summary>Casts a circle against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="T:UnityEngine.Gyroscope">
			<summary>Interface into the Gyroscope.</summary>
		</member>
		<member name="T:UnityEngine.LensFlare">
			<summary>Script interface for a Lens flare component.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.BroadcastMessage(System.String)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="P:UnityEngine.LensFlare.flare">
			<summary>The flare asset to use.</summary>
		</member>
		<member name="M:UnityEngine.GUILayer.HitTest(UnityEngine.Vector3)">
			<summary>Get the GUI element at a specific screen position.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastAll(UnityEngine.Vector2,System.Single,UnityEngine.Vector2)">
			<summary>Casts a circle against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.BroadcastMessage(System.String,UnityEngine.SendMessageOptions)">
			<summary>Calls the method named methodName on every MonoBehaviour in this game object or any of its children.</summary>
		</member>
		<member name="P:UnityEngine.LensFlare.brightness">
			<summary>The strength of the flare.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.rotationRate">
			<summary>Returns rotation rate as measured by the device's gyroscope.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.AddComponent(System.String)">
			<summary>Adds a component class named className to the game object.</summary>
		</member>
		<member name="P:UnityEngine.LensFlare.fadeSpeed">
			<summary>The fade speed of the flare.</summary>
		</member>
		<member name="T:UnityEngine.OffMeshLink">
			<summary>Link allowing movement outside the planar navigation mesh.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.rotationRateUnbiased">
			<summary>Returns unbiased rotation rate as measured by the device's gyroscope.</summary>
		</member>
		<member name="T:UnityEngine.LOD">
			<summary>Structure for building a LOD for passing to the SetLODs function.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a circle into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.AddComponent(System.Type)">
			<summary>Adds a component class named className to the game object.</summary>
		</member>
		<member name="P:UnityEngine.LensFlare.color">
			<summary>The color of the flare.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.angle">
			<summary>The angle of the line in space.</summary>
		</member>
		<member name="P:UnityEngine.NotificationServices.deviceToken">
			<summary>Device token received from Apple Push Service after calling NotificationServices.RegisterForRemoteNotificationTypes. (Read Only)</summary>
		</member>
		<member name="F:UnityEngine.LOD.screenRelativeTransitionHeight">
			<summary>The screen relative height to use for the transition [0-1].</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.gravity">
			<summary>Returns the gravity acceleration vector expressed in the device's reference frame.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single)">
			<summary>Casts a circle into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="T:UnityEngine.NavMeshPathStatus">
			<summary>Status of path.</summary>
		</member>
		<member name="P:UnityEngine.NotificationServices.registrationError">
			<summary>Returns an error that might occur on registration for remote notifications via NotificationServices.RegisterForRemoteNotificationTypes. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.useMotor">
			<summary>Should a motor force be applied automatically to the Rigidbody2D?</summary>
		</member>
		<member name="M:UnityEngine.GameObject.AddComponent()">
			<summary>Adds a component class named className to the game object.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.userAcceleration">
			<summary>Returns the acceleration that the user is giving to the device.</summary>
		</member>
		<member name="F:UnityEngine.LOD.renderers">
			<summary>List of renderers for this LOD level.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32)">
			<summary>Casts a circle into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.attitude">
			<summary>Returns the attitude (ie, orientation in space) of the device.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.useLimits">
			<summary>Should motion limits be used?</summary>
		</member>
		<member name="T:UnityEngine.LODGroup">
			<summary>LODGroup lets you group multiple Renderers into LOD levels.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single)">
			<summary>Casts a circle into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.enabled">
			<summary>Sets or retrieves the enabled status of this gyroscope.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.motor">
			<summary>Parameters for a motor force that is applied automatically to the Rigibody2D along the line.</summary>
		</member>
		<member name="M:UnityEngine.GameObject.Find(System.String)">
			<summary>Finds a game object by name and returns it.</summary>
		</member>
		<member name="P:UnityEngine.LODGroup.localReferencePoint">
			<summary>The local reference point against which the LOD distance is calculated.</summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.GetLocalNotification(System.Int32)">
			<summary>Returns an object representing a specific local notification. (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.NavMeshPath">
			<summary>A path as calculated by the navigation system.</summary>
		</member>
		<member name="P:UnityEngine.Gyroscope.updateInterval">
			<summary>Sets or retrieves gyroscope interval in seconds.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.CircleCastNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[])">
			<summary>Casts a circle into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.limits">
			<summary>Restrictions on how far the joint can slide in each direction along the line.</summary>
		</member>
		<member name="P:UnityEngine.LODGroup.size">
			<summary>The size of the LOD object in local space.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.limitState">
			<summary>Gets the state of the joint limit.</summary>
		</member>
		<member name="T:UnityEngine.AvatarTarget">
			<summary>Target.</summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.ScheduleLocalNotification(UnityEngine.LocalNotification)">
			<summary>Schedules a local notification.</summary>
		</member>
		<member name="P:UnityEngine.LODGroup.lodCount">
			<summary>The number of LOD levels.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.referenceAngle">
			<summary>The angle referenced between the two bodies used as the constraint for the joint.</summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.PresentLocalNotificationNow(UnityEngine.LocalNotification)">
			<summary>Presents a local notification immediately.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.jointTranslation">
			<summary>The current joint translation.</summary>
		</member>
		<member name="P:UnityEngine.LODGroup.enabled">
			<summary>Enable / Disable the LODGroup - Disabling will turn off all renderers.</summary>
		</member>
		<member name="T:UnityEngine.Renderer">
			<summary>General functionality for all renderers.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Casts a box against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="P:UnityEngine.SliderJoint2D.jointSpeed">
			<summary>The current joint speed.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Casts a box against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.isPartOfStaticBatch">
			<summary>Has this renderer been statically batched with any other renderers?</summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.CancelLocalNotification(UnityEngine.LocalNotification)">
			<summary>Cancels the delivery of the specified scheduled local notification.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshPath.corners">
			<summary>Corner points of the path. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single)">
			<summary>Casts a box against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.CancelAllLocalNotifications()">
			<summary>Cancels the delivery of all scheduled local notifications.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2)">
			<summary>Casts a box against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.worldToLocalMatrix">
			<summary>Matrix that transforms a point from world space into local space (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.AvatarIKGoal">
			<summary>IK Goal.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCast(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a box against colliders in the scene, returning the first collider to contact with it.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.localToWorldMatrix">
			<summary>Matrix that transforms a point from local space into world space (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.GetRemoteNotification(System.Int32)">
			<summary>Returns an object representing a specific remote notification. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a box against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshPath.status">
			<summary>Status of the path. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Renderer.enabled">
			<summary>Makes the rendered 3D object visible if enabled.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Casts a box against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.castShadows">
			<summary>Does this object cast shadows?</summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.ClearLocalNotifications()">
			<summary>Discards of all received local notifications.</summary>
		</member>
		<member name="T:UnityEngine.LocationInfo">
			<summary>Structure describing device location.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Casts a box against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="T:UnityEngine.AnimationInfo">
			<summary>Information about what animation clips is played and its weight.</summary>
		</member>
		<member name="M:UnityEngine.LODGroup.RecalculateBounds()">
			<summary>Recalculate the bounding region for the LODGroup (Relatively slow, do not call often).</summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.ClearRemoteNotifications()">
			<summary>Discards of all received remote notifications.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,System.Single)">
			<summary>Casts a box against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.receiveShadows">
			<summary>Does this object receive shadows?</summary>
		</member>
		<member name="M:UnityEngine.LODGroup.SetLODS(UnityEngine.LOD[])">
			<summary>Set the LODs for the LOD group. This will remove any existing LODs configured on the LODGroup.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2)">
			<summary>Casts a box against colliders in the scene, returning all colliders that contact with it.</summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.RegisterForRemoteNotificationTypes(UnityEngine.RemoteNotificationType)">
			<summary>Register to receive remote notifications of the specified types from a provider via Apple Push Service.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.material">
			<summary>The material of this object.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshPath.ClearCorners()">
			<summary>Erase all corner points from path.</summary>
		</member>
		<member name="T:UnityEngine.GradientColorKey">
			<summary>Color key used by Gradient.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single,System.Single)">
			<summary>Casts a box into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.sharedMaterial">
			<summary>The shared material of this object.</summary>
		</member>
		<member name="P:UnityEngine.AnimationInfo.clip">
			<summary>Animation clip that is played.</summary>
		</member>
		<member name="F:UnityEngine.GradientColorKey.color">
			<summary>Color of key.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32,System.Single)">
			<summary>Casts a box into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.sharedMaterials">
			<summary>All the shared materials of this object.</summary>
		</member>
		<member name="M:UnityEngine.SliderJoint2D.GetMotorForce(System.Single)">
			<summary>Gets the motor force of the joint given the specified timestep.</summary>
		</member>
		<member name="M:UnityEngine.NotificationServices.UnregisterForRemoteNotifications()">
			<summary>Unregister for remote notifications.</summary>
		</member>
		<member name="F:UnityEngine.GradientColorKey.time">
			<summary>Time of the key (0 - 1).</summary>
		</member>
		<member name="T:UnityEngine.NavMeshObstacle">
			<summary>An obstacle for NavMeshAgents to avoid.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single,System.Int32)">
			<summary>Casts a box into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.materials">
			<summary>All the materials of this object.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.height">
			<summary>Height of the obstacle's cylinder shape.</summary>
		</member>
		<member name="P:UnityEngine.AnimationInfo.weight">
			<summary>The weight of the animation clip.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[],System.Single)">
			<summary>Casts a box into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.radius">
			<summary>Radius of the obstacle's cylinder shape.</summary>
		</member>
		<member name="T:UnityEngine.GradientAlphaKey">
			<summary>Alpha key used by Gradient.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.bounds">
			<summary>The bounding volume of the renderer (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.WheelJoint2D">
			<summary>The wheel joint allows the simulation of wheels by providing a constraining suspension motion with an optional motor.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.BoxCastNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,System.Single,UnityEngine.Vector2,UnityEngine.RaycastHit2D[])">
			<summary>Casts a box into the scene, returning colliders that contact with it into the provided results array.</summary>
		</member>
		<member name="T:UnityEngine.LightProbeGroup">
			<summary>Light Probe Group.</summary>
		</member>
		<member name="P:UnityEngine.WheelJoint2D.suspension">
			<summary>Set the joint suspension configuration.</summary>
		</member>
		<member name="F:UnityEngine.GradientAlphaKey.alpha">
			<summary>Alpha alpha of key.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.lightmapIndex">
			<summary>The index of the lightmap applied to this renderer.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorCullingMode">
			<summary>Culling mode for the Animator.</summary>
		</member>
		<member name="P:UnityEngine.WheelJoint2D.useMotor">
			<summary>Should a motor force be applied automatically to the Rigidbody2D?</summary>
		</member>
		<member name="P:UnityEngine.LightProbeGroup.probePositions">
			<summary>Editor only function to access and modify probe positions.</summary>
		</member>
		<member name="F:UnityEngine.GradientAlphaKey.time">
			<summary>Time of the key (0 - 1).</summary>
		</member>
		<member name="P:UnityEngine.Renderer.lightmapTilingOffset">
			<summary>The tiling &amp; offset used for lightmap.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.velocity">
			<summary>Velocity at which the obstacle moves around the NavMesh.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.isVisible">
			<summary>Is this renderer visible in any camera? (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersection(UnityEngine.Ray,System.Single)">
			<summary>Cast a 3D ray against the colliders in the scene returning the first collider along the ray.</summary>
		</member>
		<member name="P:UnityEngine.WheelJoint2D.motor">
			<summary>Parameters for a motor force that is applied automatically to the Rigibody2D along the line.</summary>
		</member>
		<member name="T:UnityEngine.Gradient">
			<summary>Gradient used for animating colors.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.useLightProbes">
			<summary>Use light probes for this Renderer.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.carving">
			<summary>Should this obstacle make a cut-out in the navmesh.</summary>
		</member>
		<member name="P:UnityEngine.WheelJoint2D.jointTranslation">
			<summary>The current joint translation.</summary>
		</member>
		<member name="T:UnityEngine.Vector2">
			<summary>Representation of 2D vectors and points.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.lightProbeAnchor">
			<summary>If set, Renderer will use this Transform's position to find the interpolated light probe.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshObstacle.carvingMoveThreshold">
			<summary>Threshold distance for updating a moving carved hole (when carving is enabled).</summary>
		</member>
		<member name="P:UnityEngine.Renderer.sortingLayerName">
			<summary>Name of the Renderer's sorting layer.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersection(UnityEngine.Ray)">
			<summary>Cast a 3D ray against the colliders in the scene returning the first collider along the ray.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorUpdateMode">
			<summary>The update mode of the Animator.</summary>
		</member>
		<member name="F:UnityEngine.Vector2.x">
			<summary>X component of the vector.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.sortingLayerID">
			<summary>ID of the Renderer's sorting layer.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersection(UnityEngine.Ray,System.Single,System.Int32)">
			<summary>Cast a 3D ray against the colliders in the scene returning the first collider along the ray.</summary>
		</member>
		<member name="P:UnityEngine.WheelJoint2D.jointSpeed">
			<summary>The current joint speed.</summary>
		</member>
		<member name="P:UnityEngine.LocationInfo.latitude">
			<summary>Geographical device location latitude.</summary>
		</member>
		<member name="F:UnityEngine.Vector2.y">
			<summary>Y component of the vector.</summary>
		</member>
		<member name="T:UnityEngine.ScaleMode">
			<summary>Scaling mode to draw textures with.</summary>
		</member>
		<member name="P:UnityEngine.Renderer.sortingOrder">
			<summary>Renderer's order within a sorting layer.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersectionAll(UnityEngine.Ray,System.Single,System.Int32)">
			<summary>Cast a 3D ray against the colliders in the scene returning all the colliders along the ray.</summary>
		</member>
		<member name="T:UnityEngine.GUI">
			<summary>The GUI class is the interface for Unity's GUI with manual positioning.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersectionAll(UnityEngine.Ray,System.Single)">
			<summary>Cast a 3D ray against the colliders in the scene returning all the colliders along the ray.</summary>
		</member>
		<member name="T:UnityEngine.Vector3">
			<summary>Representation of 3D vectors and points.</summary>
		</member>
		<member name="P:UnityEngine.LocationInfo.longitude">
			<summary>Geographical device location latitude.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersectionAll(UnityEngine.Ray)">
			<summary>Cast a 3D ray against the colliders in the scene returning all the colliders along the ray.</summary>
		</member>
		<member name="F:UnityEngine.Vector3.x">
			<summary>X component of the vector.</summary>
		</member>
		<member name="P:UnityEngine.LocationInfo.altitude">
			<summary>Geographical device location altitude.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorStateInfo">
			<summary>Information about the current or next state.</summary>
		</member>
		<member name="F:UnityEngine.Vector3.y">
			<summary>Y component of the vector.</summary>
		</member>
		<member name="P:UnityEngine.LocationInfo.horizontalAccuracy">
			<summary>Horizontal accuracy of the location.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersectionNonAlloc(UnityEngine.Ray,UnityEngine.RaycastHit2D[],System.Single,System.Int32)">
			<summary>Cast a 3D ray against the colliders in the scene returning the colliders along the ray.</summary>
		</member>
		<member name="F:UnityEngine.Vector3.z">
			<summary>Z component of the vector.</summary>
		</member>
		<member name="P:UnityEngine.LocationInfo.verticalAccuracy">
			<summary>Vertical accuracy of the location.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersectionNonAlloc(UnityEngine.Ray,UnityEngine.RaycastHit2D[],System.Single)">
			<summary>Cast a 3D ray against the colliders in the scene returning the colliders along the ray.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorStateInfo.nameHash">
			<summary>Name of the State.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.GetRayIntersectionNonAlloc(UnityEngine.Ray,UnityEngine.RaycastHit2D[])">
			<summary>Cast a 3D ray against the colliders in the scene returning the colliders along the ray.</summary>
		</member>
		<member name="T:UnityEngine.Color">
			<summary>Representation of RGBA colors.</summary>
		</member>
		<member name="P:UnityEngine.LocationInfo.timestamp">
			<summary>Timestamp (in seconds since 1970) when location was last time updated.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorStateInfo.normalizedTime">
			<summary>Normalized time of the State.</summary>
		</member>
		<member name="F:UnityEngine.Color.r">
			<summary>Red component of the color.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPoint(UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
			<summary>Check if a collider overlaps a point in space.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorStateInfo.length">
			<summary>Current duration of the state.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPoint(UnityEngine.Vector2,System.Int32,System.Single)">
			<summary>Check if a collider overlaps a point in space.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorStateInfo.tagHash">
			<summary>The Tag of the State.</summary>
		</member>
		<member name="M:UnityEngine.WheelJoint2D.GetMotorTorque(System.Single)">
			<summary>Gets the motor torque of the joint given the specified timestep.</summary>
		</member>
		<member name="T:UnityEngine.AudioSpeakerMode">
			<summary>These are speaker types defined for use with AudioSettings.speakerMode.</summary>
		</member>
		<member name="T:UnityEngine.LocationServiceStatus">
			<summary>Describes location service status.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPoint(UnityEngine.Vector2,System.Int32)">
			<summary>Check if a collider overlaps a point in space.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorStateInfo.loop">
			<summary>Is the state looping.</summary>
		</member>
		<member name="F:UnityEngine.Color.g">
			<summary>Green component of the color.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPoint(UnityEngine.Vector2)">
			<summary>Check if a collider overlaps a point in space.</summary>
		</member>
		<member name="T:UnityEngine.PhysicsMaterial2D">
			<summary>Asset type that defines the surface properties of a Collider2D.</summary>
		</member>
		<member name="M:UnityEngine.AnimatorStateInfo.IsName(System.String)">
			<summary>Does name match the name of the active state in the statemachine?</summary>
		</member>
		<member name="F:UnityEngine.Color.b">
			<summary>Blue component of the color.</summary>
		</member>
		<member name="P:UnityEngine.PhysicsMaterial2D.bounciness">
			<summary>The degree of elasticity during collisions.</summary>
		</member>
		<member name="T:UnityEngine.GUILayout">
			<summary>The GUILayout class is the interface for Unity gui with automatic layout.</summary>
		</member>
		<member name="F:UnityEngine.Color.a">
			<summary>Alpha component of the color.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointAll(UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="T:UnityEngine.Color32">
			<summary>Representation of RGBA colors in 32 bit format.</summary>
		</member>
		<member name="M:UnityEngine.AnimatorStateInfo.IsTag(System.String)">
			<summary>Does tag match the tag of the active state in the statemachine.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointAll(UnityEngine.Vector2,System.Int32,System.Single)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="T:UnityEngine.GUILayoutUtility">
			<summary>Utility functions for implementing and extending the GUILayout class.</summary>
		</member>
		<member name="F:UnityEngine.Color32.r">
			<summary>Red component of the color.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorTransitionInfo">
			<summary>Information about the current transition.</summary>
		</member>
		<member name="P:UnityEngine.PhysicsMaterial2D.friction">
			<summary>Coefficient of friction.</summary>
		</member>
		<member name="F:UnityEngine.Color32.g">
			<summary>Green component of the color.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointAll(UnityEngine.Vector2,System.Int32)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorTransitionInfo.nameHash">
			<summary>The unique name of the Transition.</summary>
		</member>
		<member name="T:UnityEngine.LocationService">
			<summary>Interface into location functionality.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointAll(UnityEngine.Vector2)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorTransitionInfo.userNameHash">
			<summary>The user-specidied name of the Transition.</summary>
		</member>
		<member name="P:UnityEngine.LocationService.isEnabledByUser">
			<summary>Specifies whether location service is enabled in user settings.</summary>
		</member>
		<member name="T:UnityEngine.AudioSettings">
			<summary>Controls the global audio settings from script.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointNonAlloc(UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32,System.Single,System.Single)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="T:UnityEngine.ObstacleAvoidanceType">
			<summary>Level of obstacle avoidance.</summary>
		</member>
		<member name="P:UnityEngine.LocationService.status">
			<summary>Returns location service status.</summary>
		</member>
		<member name="P:UnityEngine.AudioSettings.driverCaps">
			<summary>Returns the speaker mode capability of the current audio driver. (Read Only)</summary>
		</member>
		<member name="F:UnityEngine.Color32.b">
			<summary>Blue component of the color.</summary>
		</member>
		<member name="M:UnityEngine.Renderer.SetPropertyBlock(UnityEngine.MaterialPropertyBlock)">
			<summary>Lets you add per-renderer material parameters without duplicating a material.</summary>
		</member>
		<member name="P:UnityEngine.AnimatorTransitionInfo.normalizedTime">
			<summary>Normalized time of the Transition.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointNonAlloc(UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32,System.Single)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="P:UnityEngine.LocationService.lastData">
			<summary>Last measured device geographical location.</summary>
		</member>
		<member name="P:UnityEngine.AudioSettings.speakerMode">
			<summary>Sets or gets the current speaker mode. Default is 2 channel stereo.</summary>
		</member>
		<member name="M:UnityEngine.Renderer.GetPropertyBlock(UnityEngine.MaterialPropertyBlock)">
			<summary>Get per-renderer material property block.</summary>
		</member>
		<member name="M:UnityEngine.AnimatorTransitionInfo.IsName(System.String)">
			<summary>Does name match the name of the active Transition.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointNonAlloc(UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32)">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="M:UnityEngine.AnimatorTransitionInfo.IsUserName(System.String)">
			<summary>Does userName match the name of the active Transition.</summary>
		</member>
		<member name="P:UnityEngine.AudioSettings.dspTime">
			<summary>Returns the current time of the audio system.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapPointNonAlloc(UnityEngine.Vector2,UnityEngine.Collider2D[])">
			<summary>Get a list of all colliders that overlap a point in space.</summary>
		</member>
		<member name="F:UnityEngine.Color32.a">
			<summary>Alpha component of the color.</summary>
		</member>
		<member name="T:UnityEngine.NavMeshAgent">
			<summary>Navigation mesh agent.</summary>
		</member>
		<member name="P:UnityEngine.AudioSettings.outputSampleRate">
			<summary>Get and set the mixer's current output rate.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.destination">
			<summary>Destination point for the agent to navigate towards.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircle(UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Check if a collider falls within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.LocationService.Start(System.Single,System.Single)">
			<summary>Starts location service updates.  Last location coordinates could be.</summary>
		</member>
		<member name="M:UnityEngine.Renderer.Render(System.Int32)">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.LocationService.Start(System.Single)">
			<summary>Starts location service updates.  Last location coordinates could be.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.stoppingDistance">
			<summary>Stop within this distance from the target position.</summary>
		</member>
		<member name="M:UnityEngine.Color32.ToString()">
			<summary>Returns a nicely formatted string of this color.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircle(UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Check if a collider falls within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.LocationService.Start()">
			<summary>Starts location service updates.  Last location coordinates could be.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.velocity">
			<summary>The current velocity of the NavMeshAgent component.</summary>
		</member>
		<member name="T:UnityEngine.MatchTargetWeightMask">
			<summary>To specify position and rotation weight mask for Animator::MatchTarget.</summary>
		</member>
		<member name="M:UnityEngine.Color32.ToString(System.String)">
			<summary>Returns a nicely formatted string of this color.</summary>
		</member>
		<member name="T:UnityEngine.Projector">
			<summary>A script interface for a projector component.</summary>
		</member>
		<member name="M:UnityEngine.LocationService.Stop()">
			<summary>Stops location service updates. This could be useful for saving battery life.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircle(UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Check if a collider falls within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.Color32.Lerp(UnityEngine.Color32,UnityEngine.Color32,System.Single)">
			<summary>Interpolates between colors a and b by t.</summary>
		</member>
		<member name="T:UnityEngine.Compass">
			<summary>Interface into compass functionality.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.nextPosition">
			<summary>The next position on the path.</summary>
		</member>
		<member name="P:UnityEngine.Projector.nearClipPlane">
			<summary>The near clipping plane distance.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircle(UnityEngine.Vector2,System.Single)">
			<summary>Check if a collider falls within a circular area.</summary>
		</member>
		<member name="P:UnityEngine.Compass.magneticHeading">
			<summary>The heading in degrees relative to the magnetic North Pole. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.AudioSettings.SetDSPBufferSize(System.Int32,System.Int32)">
			<summary>Get or set the mixer's buffer size in samples.</summary>
		</member>
		<member name="P:UnityEngine.MatchTargetWeightMask.positionXYZWeight">
			<summary>Position XYZ weight.</summary>
		</member>
		<member name="P:UnityEngine.Projector.farClipPlane">
			<summary>The far clipping plane distance.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.steeringTarget">
			<summary>The current steering target - usually the next corner or end point of the current path. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.MatchTargetWeightMask.rotationWeight">
			<summary>Rotation weight.</summary>
		</member>
		<member name="P:UnityEngine.Compass.trueHeading">
			<summary>The heading in degrees relative to the geographic North Pole. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.desiredVelocity">
			<summary>The desired velocity of the agent including any potential contribution from avoidance. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Projector.fieldOfView">
			<summary>The field of view of the projection in degrees.</summary>
		</member>
		<member name="P:UnityEngine.Compass.headingAccuracy">
			<summary>Accuracy of heading reading in degrees.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.remainingDistance">
			<summary>The distance between the agent's position and the destination on the current path. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleAll(UnityEngine.Vector2,System.Single,System.Int32,System.Single,System.Single)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="P:UnityEngine.Projector.aspectRatio">
			<summary>The aspect ratio of the projection.</summary>
		</member>
		<member name="P:UnityEngine.Compass.rawVector">
			<summary>The raw geomagnetic data measured in microteslas. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleAll(UnityEngine.Vector2,System.Single,System.Int32,System.Single)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="T:UnityEngine.Animator">
			<summary>Interface to control the Mecanim animation system.</summary>
		</member>
		<member name="P:UnityEngine.Projector.orthographic">
			<summary>Is the projection orthographic (true) or perspective (false)?</summary>
		</member>
		<member name="M:UnityEngine.AudioSettings.GetDSPBufferSize(System.Int32&,System.Int32&)">
			<summary>Get or set the mixer's buffer size in samples.</summary>
		</member>
		<member name="P:UnityEngine.Compass.timestamp">
			<summary>Timestamp (in seconds since 1970) when the heading was last time updated. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleAll(UnityEngine.Vector2,System.Single,System.Int32)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="P:UnityEngine.Projector.orthographicSize">
			<summary>Projection's half-size when in orthographic mode.</summary>
		</member>
		<member name="T:UnityEngine.AudioType">
			<summary>Type of the imported(native) data.</summary>
		</member>
		<member name="T:UnityEngine.AnimatorUtility">
			<summary>Various utilities for animator manipulation.</summary>
		</member>
		<member name="P:UnityEngine.Projector.orthoGraphicSize">
			<summary>Projection's half-size when in orthographic mode.</summary>
		</member>
		<member name="P:UnityEngine.Compass.enabled">
			<summary>Used to enable or disable compass. Note, that if you want Input.compass.trueHeading property to contain a valid value, you must also enable location updates by calling Input.location.Start().</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleAll(UnityEngine.Vector2,System.Single)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(UnityEngine.GUIContent,UnityEngine.GUIStyle)">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.baseOffset">
			<summary>The relative vertical displacement of the owning GameObject.</summary>
		</member>
		<member name="P:UnityEngine.Projector.ignoreLayers">
			<summary>Which object layers are ignored by the projector.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.isOnOffMeshLink">
			<summary>Is the agent currently positioned on an OffMeshLink? (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Collider2D[],System.Int32,System.Single,System.Single)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="T:UnityEngine.Quaternion">
			<summary>Quaternions are used to represent rotations.</summary>
		</member>
		<member name="M:UnityEngine.AnimatorUtility.OptimizeTransformHierarchy(UnityEngine.GameObject,System.String[])">
			<summary>This function will remove all transform hierarchy under GameObject, the animator will write directly transform matrices into the skin mesh matrices saving alot of CPU cycles.</summary>
		</member>
		<member name="P:UnityEngine.Projector.material">
			<summary>The material that will be projected onto every object.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.currentOffMeshLinkData">
			<summary>The current OffMeshLinkData.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(UnityEngine.GUIContent,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Collider2D[],System.Int32,System.Single)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.AnimatorUtility.DeoptimizeTransformHierarchy(UnityEngine.GameObject)">
			<summary>This function will recreate all transform hierarchy under GameObject.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.nextOffMeshLinkData">
			<summary>The next OffMeshLinkData on the current path.</summary>
		</member>
		<member name="T:UnityEngine.SkeletonBone">
			<summary>Details of the Transform name mapped to a model's skeleton bone and its default position and rotation in the T-pose.</summary>
		</member>
		<member name="F:UnityEngine.Quaternion.x">
			<summary>X component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Collider2D[],System.Int32)">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single)">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.autoTraverseOffMeshLink">
			<summary>Should the agent move via OffMeshLinks automatically?</summary>
		</member>
		<member name="F:UnityEngine.Quaternion.y">
			<summary>Y component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</summary>
		</member>
		<member name="T:UnityEngine.Input">
			<summary>Interface into the Input system.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapCircleNonAlloc(UnityEngine.Vector2,System.Single,UnityEngine.Collider2D[])">
			<summary>Get a list of all colliders that fall within a circular area.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.autoBraking">
			<summary>Should the agent brake automatically to avoid overshooting the destination point?</summary>
		</member>
		<member name="F:UnityEngine.Quaternion.z">
			<summary>Z component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</summary>
		</member>
		<member name="F:UnityEngine.SkeletonBone.name">
			<summary>The name of the Transform mapped to the bone.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.autoRepath">
			<summary>Should the agent attempt to acquire a new path if the existing path becomes invalid?</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapArea(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
			<summary>Check if a collider falls within a rectangular area.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,UnityEngine.GUIStyle)">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="F:UnityEngine.SkeletonBone.position">
			<summary>The T-pose position of the bone in local space.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapArea(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single)">
			<summary>Check if a collider falls within a rectangular area.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.hasPath">
			<summary>Does the agent currently have a path? (Read Only)</summary>
		</member>
		<member name="F:UnityEngine.SkeletonBone.rotation">
			<summary>The T-pose rotation of the bone in local space.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapArea(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32)">
			<summary>Check if a collider falls within a rectangular area.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="T:UnityEngine.Object">
			<summary>Base class for all objects Unity can reference.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapArea(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Check if a collider falls within a rectangular area.</summary>
		</member>
		<member name="F:UnityEngine.SkeletonBone.scale">
			<summary>The T-pose scaling of the bone in local space.</summary>
		</member>
		<member name="T:UnityEngine.AudioClip">
			<summary>A container for audio data.</summary>
		</member>
		<member name="F:UnityEngine.Quaternion.w">
			<summary>W component of the Quaternion. Don't modify this directly unless you know quaternions inside out.</summary>
		</member>
		<member name="T:UnityEngine.HumanLimit">
			<summary>This class stores the rotation limits that define the muscle for a single human bone.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single,System.Single)">
			<summary>Get a list of all colliders that fall within a rectangular area.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single)">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32,System.Single)">
			<summary>Get a list of all colliders that fall within a rectangular area.</summary>
		</member>
		<member name="P:UnityEngine.Quaternion.identity">
			<summary>The identity rotation (Read Only). This quaternion corresponds to "no rotation": the object.</summary>
		</member>
		<member name="T:UnityEngine.HumanBone">
			<summary>The mapping between a bone in the model and the conceptual bone in the Mecanim human anatomy.</summary>
		</member>
		<member name="T:UnityEngine.Component">
			<summary>Base class for everything attached to GameObjects.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.pathPending">
			<summary>Is a path in the process of being computed but not yet ready? (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaAll(UnityEngine.Vector2,UnityEngine.Vector2,System.Int32)">
			<summary>Get a list of all colliders that fall within a rectangular area.</summary>
		</member>
		<member name="T:UnityEngine.Skybox">
			<summary>A script interface for the skybox component.</summary>
		</member>
		<member name="T:UnityEngine.AudioVelocityUpdateMode">
			<summary>Describes when an AudioSource or AudioListener is updated.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaAll(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Get a list of all colliders that fall within a rectangular area.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle)">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="P:UnityEngine.Skybox.material">
			<summary>The material used by the skybox.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.isPathStale">
			<summary>Is the current path stale. (Read Only)</summary>
		</member>
		<member name="T:UnityEngine.Light">
			<summary>Script interface for light components.</summary>
		</member>
		<member name="P:UnityEngine.Quaternion.eulerAngles">
			<summary>Returns the euler angle representation of the rotation.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32,System.Single,System.Single)">
			<summary>Get a list of all colliders that fall within a specified area.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.pathStatus">
			<summary>The status of the current path (complete, partial or invalid).</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Set(System.Single,System.Single,System.Single,System.Single)">
			<summary>Set x, y, z and w components of an existing Quaternion.</summary>
		</member>
		<member name="T:UnityEngine.TextMesh">
			<summary>A script interface for the text mesh component.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32,System.Single)">
			<summary>Get a list of all colliders that fall within a specified area.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetRect(System.Single,System.Single,System.Single,System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle for displaying some contents with a specific style.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Dot(UnityEngine.Quaternion,UnityEngine.Quaternion)">
			<summary>The dot product between two rotations.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.text">
			<summary>The text that is displayed.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Collider2D[],System.Int32)">
			<summary>Get a list of all colliders that fall within a specified area.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.AngleAxis(System.Single,UnityEngine.Vector3)">
			<summary>Creates a rotation which rotates angle degrees around axis.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.path">
			<summary>Property to get and set the current path.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.font">
			<summary>The Font used.</summary>
		</member>
		<member name="F:UnityEngine.HumanBone.limit">
			<summary>The rotation limits that define the muscle for this bone.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.fontSize">
			<summary>The font size to use (for dynamic fonts).</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.ToAngleAxis(System.Single&,UnityEngine.Vector3&)">
			<summary>Converts a rotation to angle-axis representation.</summary>
		</member>
		<member name="M:UnityEngine.Physics2D.OverlapAreaNonAlloc(UnityEngine.Vector2,UnityEngine.Vector2,UnityEngine.Collider2D[])">
			<summary>Get a list of all colliders that fall within a specified area.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.walkableMask">
			<summary>Specifies which NavMesh layers are passable (bitfield). Changing walkableMask will make the path stale (see isPathStale).</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.fontStyle">
			<summary>The font style to use (for dynamic fonts).</summary>
		</member>
		<member name="P:UnityEngine.HumanBone.boneName">
			<summary>The name of the bone to which the Mecanim human bone is mapped.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.FromToRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Creates a rotation which rotates from fromDirection to toDirection.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.offsetZ">
			<summary>How far should the text be offset from the transform.position.z when drawing.</summary>
		</member>
		<member name="T:UnityEngine.HumanDescription">
			<summary>Class that holds humanoid avatar parameters to pass to the AvatarBuilder.BuildHumanAvatar function.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.speed">
			<summary>Maximum movement speed when following a path.</summary>
		</member>
		<member name="T:UnityEngine.DetailPrototype">
			<summary>Detail prototype used by the Terrain GameObject.</summary>
		</member>
		<member name="P:UnityEngine.HumanBone.humanName">
			<summary>The name of the Mecanim human bone to which the bone from the model is mapped.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.alignment">
			<summary>How lines of text are aligned (Left, Right, Center).</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.angularSpeed">
			<summary>Maximum turning speed in (deg/s) while following a path.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.anchor">
			<summary>Which point of the text shares the position of the Transform.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetLastRect()">
			<summary>Get the rectangle last used by GUILayout for a control.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.SetFromToRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Creates a rotation which rotates from fromDirection to toDirection.</summary>
		</member>
		<member name="F:UnityEngine.HumanDescription.human">
			<summary>Mapping between Mecanim bone names and bone names in the rig.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.acceleration">
			<summary>The maximum acceleration of an agent as it follows a path, given in units / sec^2.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.characterSize">
			<summary>The size of each character (This scales the whole text).</summary>
		</member>
		<member name="T:UnityEngine.ParticleAnimator">
			<summary>(Legacy Particles) Particle animators move your particles over time, you use them to apply wind, drag &amp; color cycling to your particle emitters.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.LookRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Creates a rotation with the specified forward and upwards directions.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single)">
			<summary>Reserve layout space for a rectangle with a specific aspect ratio.</summary>
		</member>
		<member name="F:UnityEngine.HumanDescription.skeleton">
			<summary>List of bone Transforms to include in the model.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.doesAnimateColor">
			<summary>Do particles cycle their color over their lifetime?</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.worldRotationAxis">
			<summary>World space axis the particles rotate around.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.lineSpacing">
			<summary>How much space will be in-between lines of text.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.localRotationAxis">
			<summary>Local space axis the particles rotate around.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.tabSize">
			<summary>How much space will be inserted for a tab '\t' character. This is a multiplum of the 'spacebar' character offset.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single,UnityEngine.GUIStyle)">
			<summary>Reserve layout space for a rectangle with a specific aspect ratio.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.sizeGrow">
			<summary>How the particle sizes grow over their lifetime.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.updatePosition">
			<summary>Should the agent update the transform position?</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.richText">
			<summary>Enable HTML-style tags for Text Formatting Markup.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle with a specific aspect ratio.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.LookRotation(UnityEngine.Vector3)">
			<summary>Creates a rotation with the specified forward and upwards directions.</summary>
		</member>
		<member name="P:UnityEngine.TextMesh.color">
			<summary>The color used to render the text.</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.upperArmTwist">
			<summary>Defines how the lower arm's roll/twisting is distributed between the shoulder and elbow joints.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.rndForce">
			<summary>A random force added to particles every frame.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.updateRotation">
			<summary>Should the agent update the transform orientation?</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.lowerArmTwist">
			<summary>Defines how the lower arm's roll/twisting is distributed between the elbow and wrist joints.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.force">
			<summary>The force being applied to particles every frame.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.SetLookRotation(UnityEngine.Vector3)">
			<summary>Creates a rotation with the specified forward and upwards directions.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.SetLookRotation(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Creates a rotation with the specified forward and upwards directions.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.prototype">
			<summary>GameObject used by the DetailPrototype.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.damping">
			<summary>How much particles are slowed down every frame.</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.upperLegTwist">
			<summary>Defines how the upper leg's roll/twisting is distributed between the thigh and knee joints.</summary>
		</member>
		<member name="M:UnityEngine.GUILayoutUtility.GetAspectRect(System.Single,UnityEngine.GUIStyle,UnityEngine.GUILayoutOption[])">
			<summary>Reserve layout space for a rectangle with a specific aspect ratio.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Slerp(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
			<summary>Spherically interpolates between from and to by t.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.radius">
			<summary>The avoidance radius for the agent.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.prototypeTexture">
			<summary>Texture used by the DetailPrototype.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.autodestruct">
			<summary>Does the GameObject of this particle animator auto destructs?</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.lowerLegTwist">
			<summary>Defines how the lower leg's roll/twisting is distributed between the knee and ankle.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.height">
			<summary>The height of the agent for purposes of passing under obstacles, etc.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.minWidth">
			<summary>Minimum width of the grass billboards (if render mode is GrassBillboard).</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.armStretch">
			<summary>Amount by which the arm's length is allowed to stretch when using IK.</summary>
		</member>
		<member name="P:UnityEngine.ParticleAnimator.colorAnimation">
			<summary>Colors the particles will cycle through over their lifetime.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.obstacleAvoidanceType">
			<summary>The level of quality of avoidance.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.maxWidth">
			<summary>Maximum width of the grass billboards (if render mode is GrassBillboard).</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.legStretch">
			<summary>Amount by which the leg's length is allowed to stretch when using IK.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Lerp(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
			<summary>Interpolates between from and to by t and normalizes the result afterwards.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.minHeight">
			<summary>Minimum height of the grass billboards (if render mode is GrassBillboard).</summary>
		</member>
		<member name="P:UnityEngine.NavMeshAgent.avoidancePriority">
			<summary>The avoidance priority level.</summary>
		</member>
		<member name="P:UnityEngine.HumanDescription.feetSpacing">
			<summary>Modification to the minimum distance between the feet of a humanoid model.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.maxHeight">
			<summary>Maximum height of the grass billboards (if render mode is GrassBillboard).</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.SetDestination(UnityEngine.Vector3)">
			<summary>Sets or updates the destination thus triggering the calculation for a new path.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.noiseSpread">
			<summary>How spread out is the noise for the DetailPrototype.</summary>
		</member>
		<member name="T:UnityEngine.GUILayoutOption">
			<summary>Class internally used to pass layout options into GUILayout functions. You don't use these directly, but construct them with the layouting functions in the GUILayout class.</summary>
		</member>
		<member name="T:UnityEngine.Transform">
			<summary>Position, rotation and scale of an object.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.bendFactor">
			<summary>Bend factor of the detailPrototype.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.RotateTowards(UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single)">
			<summary>Rotates a rotation from towards to.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.healthyColor">
			<summary>Color when the DetailPrototypes are "healthy".</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.dryColor">
			<summary>Color when the DetailPrototypes are "dry".</summary>
		</member>
		<member name="T:UnityEngine.Time">
			<summary>The interface to get time information from Unity.</summary>
		</member>
		<member name="T:UnityEngine.Particle">
			<summary>(Legacy Particle system).</summary>
		</member>
		<member name="T:UnityEngine.FocusType">
			<summary>Used by GUIUtility.GetControlID to inform the UnityGUI system if a given control can get keyboard focus.</summary>
		</member>
		<member name="P:UnityEngine.DetailPrototype.renderMode">
			<summary>Render mode for the DetailPrototype.</summary>
		</member>
		<member name="T:UnityEngine.AvatarBuilder">
			<summary>Class to build avatars from user scripts.</summary>
		</member>
		<member name="T:UnityEngine.GUIUtility">
			<summary>Utility class for making new GUI controls.</summary>
		</member>
		<member name="M:UnityEngine.AvatarBuilder.BuildHumanAvatar(UnityEngine.GameObject,UnityEngine.HumanDescription)">
			<summary>Create a humanoid avatar.</summary>
		</member>
		<member name="P:UnityEngine.Particle.position">
			<summary>The position of the particle.</summary>
		</member>
		<member name="M:UnityEngine.AvatarBuilder.BuildGenericAvatar(UnityEngine.GameObject,System.String)">
			<summary>Create a new generic avatar.</summary>
		</member>
		<member name="P:UnityEngine.GUIUtility.hotControl">
			<summary>The controlID of the current hot control.</summary>
		</member>
		<member name="P:UnityEngine.Particle.velocity">
			<summary>The velocity of the particle.</summary>
		</member>
		<member name="T:UnityEngine.TrailRenderer">
			<summary>The trail renderer is used to make trails behind objects in the scene as they move about.</summary>
		</member>
		<member name="T:UnityEngine.RuntimeAnimatorController">
			<summary>Runtime reprentation of the AnimatorController. It can be used to change the Animator's AnimationSource during runtime.</summary>
		</member>
		<member name="P:UnityEngine.GUIUtility.keyboardControl">
			<summary>The controlID of the control that has keyboard focus.</summary>
		</member>
		<member name="P:UnityEngine.TrailRenderer.time">
			<summary>How long does the trail take to fade out.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Inverse(UnityEngine.Quaternion)">
			<summary>Returns the Inverse of rotation.</summary>
		</member>
		<member name="P:UnityEngine.Particle.energy">
			<summary>The energy of the particle.</summary>
		</member>
		<member name="P:UnityEngine.Particle.startEnergy">
			<summary>The starting energy of the particle.</summary>
		</member>
		<member name="P:UnityEngine.TrailRenderer.startWidth">
			<summary>The width of the trail at the spawning point.</summary>
		</member>
		<member name="P:UnityEngine.Particle.size">
			<summary>The size of the particle.</summary>
		</member>
		<member name="P:UnityEngine.TrailRenderer.endWidth">
			<summary>The width of the trail at the end of the trail.</summary>
		</member>
		<member name="T:UnityEngine.Random">
			<summary>Class for generating random data.</summary>
		</member>
		<member name="P:UnityEngine.GUIUtility.hasModalWindow">
			<summary>A global property, which is true if a ModalWindow is being displayed, false otherwise.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.ActivateCurrentOffMeshLink(System.Boolean)">
			<summary>Enables or disables the current off-mesh link.</summary>
		</member>
		<member name="P:UnityEngine.TrailRenderer.autodestruct">
			<summary>Does the GameObject of this trail renderer auto destructs?</summary>
		</member>
		<member name="P:UnityEngine.Particle.rotation">
			<summary>The rotation of the particle.</summary>
		</member>
		<member name="P:UnityEngine.Particle.angularVelocity">
			<summary>The angular velocity of the particle.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.ToString()">
			<summary>Returns a nicely formatted string of the Quaternion.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.ToString(System.String)">
			<summary>Returns a nicely formatted string of the Quaternion.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.FocusType)">
			<summary>Get a unique ID for a control.</summary>
		</member>
		<member name="P:UnityEngine.Particle.color">
			<summary>The color of the particle.</summary>
		</member>
		<member name="T:UnityEngine.HumanBodyBones">
			<summary>Human Body Bones.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Angle(UnityEngine.Quaternion,UnityEngine.Quaternion)">
			<summary>Returns the angle in degrees between two rotations a and b.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetControlID(System.Int32,UnityEngine.FocusType)">
			<summary>Get a unique ID for a control.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.GUIContent,UnityEngine.FocusType)">
			<summary>Get a unique ID for a control.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Euler(System.Single,System.Single,System.Single)">
			<summary>Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).</summary>
		</member>
		<member name="M:UnityEngine.Random.Range(System.Single,System.Single)">
			<summary>Returns a random float number between and min [inclusive] and max [inclusive] (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.SplatPrototype">
			<summary>A Splat prototype is just a texture that is used by the TerrainData.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.CompleteOffMeshLink()">
			<summary>Follow the current OffMeshLink.</summary>
		</member>
		<member name="M:UnityEngine.Random.Range(System.Int32,System.Int32)">
			<summary>Returns a random float number between and min [inclusive] and max [inclusive] (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Euler(UnityEngine.Vector3)">
			<summary>Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).</summary>
		</member>
		<member name="T:UnityEngine.ParticleRenderMode">
			<summary>The rendering mode for legacy particles.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.FocusType,UnityEngine.Rect)">
			<summary>Get a unique ID for a control.</summary>
		</member>
		<member name="P:UnityEngine.SplatPrototype.texture">
			<summary>Texture of the splat applied to the Terrain.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetControlID(System.Int32,UnityEngine.FocusType,UnityEngine.Rect)">
			<summary>Get a unique ID for a control.</summary>
		</member>
		<member name="P:UnityEngine.SplatPrototype.normalMap">
			<summary>Normal map of the splat applied to the Terrain.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetControlID(UnityEngine.GUIContent,UnityEngine.FocusType,UnityEngine.Rect)">
			<summary>Get a unique ID for a control.</summary>
		</member>
		<member name="T:UnityEngine.ParticleRenderer">
			<summary>(Legacy Particles) Renders particles on to the screen.</summary>
		</member>
		<member name="P:UnityEngine.SplatPrototype.tileSize">
			<summary>Size of the tile used in the texture of the SplatPrototype.</summary>
		</member>
		<member name="P:UnityEngine.SplatPrototype.tileOffset">
			<summary>Offset of the tile texture of the SplatPrototype.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GetStateObject(System.Type,System.Int32)">
			<summary>Get a state object from a controlID.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.Warp(UnityEngine.Vector3)">
			<summary>Warps agent to the provided position.</summary>
		</member>
		<member name="T:UnityEngine.YieldInstruction">
			<summary>Base class for all yield instructions.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.QueryStateObject(System.Type,System.Int32)">
			<summary>Get an existing state object from a controlID.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.Move(UnityEngine.Vector3)">
			<summary>Apply relative movement to current position.</summary>
		</member>
		<member name="T:UnityEngine.LineRenderer">
			<summary>The line renderer is used to draw free-floating lines in 3D space.</summary>
		</member>
		<member name="T:UnityEngine.ParticleEmitter">
			<summary>(Legacy Particles) Script interface for particle emitters.</summary>
		</member>
		<member name="T:UnityEngine.PlayerPrefsException">
			<summary>An exception thrown by the PlayerPrefs class in a  web player build.</summary>
		</member>
		<member name="T:UnityEngine.MaterialPropertyBlock">
			<summary>A block of material values to apply.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.Stop(System.Boolean)">
			<summary>Stop movement of this agent along its current path.</summary>
		</member>
		<member name="T:UnityEngine.TextWrapMode">
			<summary>Text wrap mode for GUI Rendering.</summary>
		</member>
		<member name="T:UnityEngine.PlayerPrefs">
			<summary>Stores and accesses player preferences between game sessions.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.Stop()">
			<summary>Stop movement of this agent along its current path.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddFloat(System.String,System.Single)">
			<summary>Add a float material property.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.Resume()">
			<summary>Resumes the movement along the current path after a pause.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddFloat(System.Int32,System.Single)">
			<summary>Add a float material property.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddVector(System.String,UnityEngine.Vector4)">
			<summary>Add a vector material property.</summary>
		</member>
		<member name="T:UnityEngine.TreeInstance">
			<summary>Contains information about a tree placed in the Terrain game object.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.ResetPath()">
			<summary>Clears the current path.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddVector(System.Int32,UnityEngine.Vector4)">
			<summary>Add a vector material property.</summary>
		</member>
		<member name="T:UnityEngine.ImagePosition">
			<summary>How image and text is placed inside GUIStyle.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddColor(System.String,UnityEngine.Color)">
			<summary>Add a color material property.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.SetInt(System.String,System.Int32)">
			<summary>Sets the value of the preference identified by key.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddColor(System.Int32,UnityEngine.Color)">
			<summary>Add a color material property.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.SetPath(UnityEngine.NavMeshPath)">
			<summary>Assign a new path to this agent.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.GetInt(System.String,System.Int32)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddMatrix(System.String,UnityEngine.Matrix4x4)">
			<summary>Add a matrix material property.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.GetInt(System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="T:UnityEngine.GUIStyle">
			<summary>Styling information for GUI elements.</summary>
		</member>
		<member name="P:UnityEngine.TreeInstance.position">
			<summary>Position of the tree.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.FindClosestEdge(UnityEngine.NavMeshHit&)">
			<summary>Locate the closest NavMesh edge.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddMatrix(System.Int32,UnityEngine.Matrix4x4)">
			<summary>Add a matrix material property.</summary>
		</member>
		<member name="P:UnityEngine.TreeInstance.widthScale">
			<summary>Width scale of this instance (compared to the prototype's size).</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.GUIToScreenPoint(UnityEngine.Vector2)">
			<summary>Convert a point from GUI position to screen space.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddTexture(System.String,UnityEngine.Texture)">
			<summary>Add a texture material property.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.GetHashCode()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.TreeInstance.heightScale">
			<summary>Height scale of this instance (compared to the prototype's size).</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.AddTexture(System.Int32,UnityEngine.Texture)">
			<summary>Add a texture material property.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.ScreenToGUIPoint(UnityEngine.Vector2)">
			<summary>Convert a point from screen space to GUI position.</summary>
		</member>
		<member name="M:UnityEngine.Quaternion.Equals(System.Object)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.TreeInstance.color">
			<summary>Color of this instance.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.SetFloat(System.String,System.Single)">
			<summary>Sets the value of the preference identified by key.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.Raycast(UnityEngine.Vector3,UnityEngine.NavMeshHit&)">
			<summary>Trace a straight path towards a target postion in the NavMesh without moving the agent.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.ScreenToGUIRect(UnityEngine.Rect)">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.TreeInstance.lightmapColor">
			<summary>Lightmap color calculated for this instance.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.GetFloat(System.String,System.Single)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.CalculatePath(UnityEngine.Vector3,UnityEngine.NavMeshPath)">
			<summary>Calculate a path to a specified point and store the resulting path.</summary>
		</member>
		<member name="T:UnityEngine.Avatar">
			<summary>Avatar definition.</summary>
		</member>
		<member name="T:UnityEngine.Rect">
			<summary>A 2D Rectangle defined by x, y position and width, height.</summary>
		</member>
		<member name="P:UnityEngine.TreeInstance.prototypeIndex">
			<summary>Index of this instance in the TerrainData.treePrototypes array.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.GetFloat(System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.SamplePathPosition(System.Int32,System.Single,UnityEngine.NavMeshHit&)">
			<summary>Sample a position along the current path.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.RotateAroundPivot(System.Single,UnityEngine.Vector2)">
			<summary>Helper function to rotate the GUI around a point.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.SetLayerCost(System.Int32,System.Single)">
			<summary>Sets the cost for traversing over geometry of the layer type.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.SetString(System.String,System.String)">
			<summary>Sets the value of the preference identified by key.</summary>
		</member>
		<member name="T:UnityEngine.HumanTrait">
			<summary>Details of all the human bone and muscle types defined by Mecanim.</summary>
		</member>
		<member name="M:UnityEngine.NavMeshAgent.GetLayerCost(System.Int32)">
			<summary>Gets the cost for crossing ground of a particular type.</summary>
		</member>
		<member name="M:UnityEngine.GUIUtility.ScaleAroundPivot(UnityEngine.Vector2,UnityEngine.Vector2)">
			<summary>Helper function to scale the GUI around a point.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.GetString(System.String,System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetFloat(System.String)">
			<summary>Get a float from the property block.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.GetString(System.String)">
			<summary>Returns the value corresponding to key in the preference file if it exists.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetFloat(System.Int32)">
			<summary>Get a float from the property block.</summary>
		</member>
		<member name="P:UnityEngine.Rect.x">
			<summary>Left coordinate of the rectangle.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.HasKey(System.String)">
			<summary>Returns true if key exists in the preferences.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.DeleteKey(System.String)">
			<summary>Removes key and its corresponding value from the preferences.</summary>
		</member>
		<member name="P:UnityEngine.Rect.y">
			<summary>Top coordinate of the rectangle.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.DeleteAll()">
			<summary>Removes all keys and values from the preferences. Use with caution.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetVector(System.String)">
			<summary>Get a vector from the property block.</summary>
		</member>
		<member name="P:UnityEngine.Rect.position">
			<summary>The top left coordinates of the rectangle.</summary>
		</member>
		<member name="T:UnityEngine.GUISettings">
			<summary>General settings for how the GUI behaves.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetVector(System.Int32)">
			<summary>Get a vector from the property block.</summary>
		</member>
		<member name="M:UnityEngine.PlayerPrefs.Save()">
			<summary>Writes all modified preferences to disk.</summary>
		</member>
		<member name="T:UnityEngine.TextClipping">
			<summary>Different methods for how the GUI system handles text being too large to fit the rectangle allocated.</summary>
		</member>
		<member name="P:UnityEngine.Rect.center">
			<summary>Center coordinate of the rectangle.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetMatrix(System.String)">
			<summary>Get a matrix from the property block.</summary>
		</member>
		<member name="P:UnityEngine.Rect.min">
			<summary>Lower left corner of the rectangle.</summary>
		</member>
		<member name="T:UnityEngine.AndroidJNIHelper">
			<summary>Helper interface for JNI interaction; signature creation and method lookups.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetMatrix(System.Int32)">
			<summary>Get a matrix from the property block.</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetTexture(System.String)">
			<summary>Get a texture from the property block.</summary>
		</member>
		<member name="T:UnityEngine.TerrainData">
			<summary>The TerrainData class stores heightmaps, detail mesh positions, tree instances, and terrain texture alpha maps.</summary>
		</member>
		<member name="T:UnityEngine.FullScreenMovieControlMode">
			<summary>Describes options for displaying movie playback controls.</summary>
		</member>
		<member name="T:UnityEngine.GUISkin">
			<summary>Defines how GUI looks and behaves.</summary>
		</member>
		<member name="P:UnityEngine.Rect.max">
			<summary>Upper right corner of the rectangle.</summary>
		</member>
		<member name="M:UnityEngine.HumanTrait.MuscleFromBone(System.Int32,System.Int32)">
			<summary>Obtain the muscle index for a particular bone index and "degree of freedom".</summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.GetTexture(System.Int32)">
			<summary>Get a texture from the property block.</summary>
		</member>
		<member name="P:UnityEngine.Rect.width">
			<summary>Width of the rectangle.</summary>
		</member>
		<member name="T:UnityEngine.TerrainRenderFlags">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.HumanTrait.BoneFromMuscle(System.Int32)">
			<summary>Return the bone to which a particular muscle is connected.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetConstructorID(System.IntPtr)">
			<summary>Scans a particular Java class for a constructor method matching a signature.</summary>
		</member>
		<member name="F:UnityEngine.TerrainRenderFlags.heightmap">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.MaterialPropertyBlock.Clear()">
			<summary>Clear material property values.</summary>
		</member>
		<member name="M:UnityEngine.HumanTrait.RequiredBone(System.Int32)">
			<summary>Is the bone a member of the minimal set of bones that Mecanim requires for a human model?</summary>
		</member>
		<member name="P:UnityEngine.Rect.height">
			<summary>Height of the rectangle.</summary>
		</member>
		<member name="T:UnityEngine.FullScreenMovieScalingMode">
			<summary>Describes scaling modes for displaying movies.</summary>
		</member>
		<member name="F:UnityEngine.TerrainRenderFlags.trees">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.Rect.size">
			<summary>The size of the rectangle.</summary>
		</member>
		<member name="T:UnityEngine.OffMeshLinkType">
			<summary>Link type specifier.</summary>
		</member>
		<member name="T:UnityEngine.RenderBuffer">
			<summary>Color or depth buffer part of a RenderTexture.</summary>
		</member>
		<member name="F:UnityEngine.TerrainRenderFlags.details">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetConstructorID(System.IntPtr,System.String)">
			<summary>Scans a particular Java class for a constructor method matching a signature.</summary>
		</member>
		<member name="M:UnityEngine.HumanTrait.GetMuscleDefaultMin(System.Int32)">
			<summary>Get the default minimum value of rotation for a muscle in degrees.</summary>
		</member>
		<member name="F:UnityEngine.TerrainRenderFlags.all">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.String)">
			<summary>Scans a particular Java class for a method matching a name and a signature.</summary>
		</member>
		<member name="T:UnityEngine.Graphics">
			<summary>Raw interface to Unity's drawing functions.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String)">
			<summary>Scans a particular Java class for a method matching a name and a signature.</summary>
		</member>
		<member name="T:UnityEngine.OffMeshLinkData">
			<summary>State of OffMeshLink.</summary>
		</member>
		<member name="P:UnityEngine.Rect.xMin">
			<summary>Left coordinate of the rectangle.</summary>
		</member>
		<member name="T:UnityEngine.Terrain">
			<summary>The Terrain component renders the terrain.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.String,System.Boolean)">
			<summary>Scans a particular Java class for a method matching a name and a signature.</summary>
		</member>
		<member name="P:UnityEngine.Graphics.activeColorBuffer">
			<summary>Currently active color buffer (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.HumanTrait.GetMuscleDefaultMax(System.Int32)">
			<summary>Get the default maximum value of rotation for a muscle in degrees.</summary>
		</member>
		<member name="P:UnityEngine.Rect.yMin">
			<summary>Top coordinate of the rectangle.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String,System.String)">
			<summary>Scans a particular Java class for a field matching a name and a signature.</summary>
		</member>
		<member name="P:UnityEngine.Graphics.activeDepthBuffer">
			<summary>Currently active depth buffer (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Rect.xMax">
			<summary>Right coordinate of the rectangle.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String)">
			<summary>Scans a particular Java class for a field matching a name and a signature.</summary>
		</member>
		<member name="T:UnityEngine.TreePrototype">
			<summary>Simple class that contains a pointer to a tree prototype.</summary>
		</member>
		<member name="T:UnityEngine.iOSActivityIndicatorStyle">
			<summary>ActivityIndicator Style (iOS Specific).</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String,System.String,System.Boolean)">
			<summary>Scans a particular Java class for a field matching a name and a signature.</summary>
		</member>
		<member name="P:UnityEngine.Rect.yMax">
			<summary>Bottom coordinate of the rectangle.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.CreateJavaRunnable(UnityEngine.AndroidJavaRunnable)">
			<summary>Creates a UnityJavaRunnable object (implements java.lang.Runnable).</summary>
		</member>
		<member name="P:UnityEngine.TreePrototype.prefab">
			<summary>Retrieves the actual GameObect used by the tree.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.CreateJavaProxy(UnityEngine.AndroidJavaProxy)">
			<summary>Creates a java proxy object which connects to the supplied proxy implementation.</summary>
		</member>
		<member name="M:UnityEngine.Rect.MinMaxRect(System.Single,System.Single,System.Single,System.Single)">
			<summary>Creates a rectangle from min/max coordinate values.</summary>
		</member>
		<member name="P:UnityEngine.TreePrototype.bendFactor">
			<summary>Bend factor of the tree prototype.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLinkData.valid">
			<summary>Is link valid (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.AndroidActivityIndicatorStyle">
			<summary>ActivityIndicator Style (Android Specific).</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.ConvertToJNIArray(System.Array)">
			<summary>Creates a Java array from a managed array.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLinkData.activated">
			<summary>Is link active (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Rect.Set(System.Single,System.Single,System.Single,System.Single)">
			<summary>Set components of an existing Rect.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLinkData.linkType">
			<summary>Link type specifier (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLinkData.startPos">
			<summary>Link start world position (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLinkData.endPos">
			<summary>Link end world position (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.CreateJNIArgArray(System.Object[])">
			<summary>Creates the parameter array to be used as argument list when invoking Java code through CallMethod() in AndroidJNI.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="P:UnityEngine.OffMeshLinkData.offMeshLink">
			<summary>The OffMeshLink if the link type is a manually placed Offmeshlink (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.DeleteJNIArgArray(System.Object[],UnityEngine.jvalue[])">
			<summary>Deletes any local jni references previously allocated by CreateJNIArgArray().</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="T:UnityEngine.DetailRenderMode">
			<summary>Render mode for detail prototypes.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="T:UnityEngine.Handheld">
			<summary>Interface into functionality unique to handheld devices.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.font">
			<summary>The default font to use for all styles.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.box">
			<summary>Style used by default for GUI.Box controls.</summary>
		</member>
		<member name="T:UnityEngine.NavMeshHit">
			<summary>Result information for NavMesh queries.</summary>
		</member>
		<member name="T:UnityEngine.Tree">
			<summary>Tree Component for the tree creator.</summary>
		</member>
		<member name="T:UnityEngine.NetworkStateSynchronization">
			<summary>Different types of synchronization for the NetworkView component.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetConstructorID(System.IntPtr,System.Object[])">
			<summary>Scans a particular Java class for a constructor method matching a signature.</summary>
		</member>
		<member name="P:UnityEngine.Handheld.use32BitDisplayBuffer">
			<summary>Determines whether or not a 32-bit display buffer will be used.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.label">
			<summary>Style used by default for GUI.Label controls.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="P:UnityEngine.Tree.data">
			<summary>Data asociated to the Tree.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.textField">
			<summary>Style used by default for GUI.TextField controls.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.PlayFullScreenMovie(System.String,UnityEngine.Color,UnityEngine.FullScreenMovieControlMode,UnityEngine.FullScreenMovieScalingMode)">
			<summary>Plays a full-screen movie (pro only feature).</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,System.Boolean,System.Boolean)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.textArea">
			<summary>Style used by default for GUI.TextArea controls.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.PlayFullScreenMovie(System.String,UnityEngine.Color,UnityEngine.FullScreenMovieControlMode)">
			<summary>Plays a full-screen movie (pro only feature).</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,UnityEngine.Material,System.Int32,UnityEngine.Camera,System.Int32,UnityEngine.MaterialPropertyBlock,System.Boolean,System.Boolean)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.button">
			<summary>Style used by default for GUI.Button controls.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.Object[],System.Boolean)">
			<summary>Scans a particular Java class for a method matching a name and a signature.</summary>
		</member>
		<member name="T:UnityEngine.NetworkPeerType">
			<summary>Describes the status of the network interface peer type as returned by Network.peerType.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.PlayFullScreenMovie(System.String,UnityEngine.Color)">
			<summary>Plays a full-screen movie (pro only feature).</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion)">
			<summary>Draw a mesh immediately.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.toggle">
			<summary>Style used by default for GUI.Toggle controls.</summary>
		</member>
		<member name="T:UnityEngine.UIVertex">
			<summary>Vertex class used by a Canvas for managing vertices.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.PlayFullScreenMovie(System.String)">
			<summary>Plays a full-screen movie (pro only feature).</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetSignature(System.Object)">
			<summary>Creates the JNI signature string for particular object type.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.window">
			<summary>Style used by default for Window controls (SA GUI.Window).</summary>
		</member>
		<member name="F:UnityEngine.UIVertex.position">
			<summary>Vertex position.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32)">
			<summary>Draw a mesh immediately.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.horizontalSlider">
			<summary>Style used by default for the background part of GUI.HorizontalSlider controls.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Matrix4x4)">
			<summary>Draw a mesh immediately.</summary>
		</member>
		<member name="F:UnityEngine.UIVertex.color">
			<summary>Vertex color.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.horizontalSliderThumb">
			<summary>Style used by default for the thumb that is dragged in GUI.HorizontalSlider controls.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMeshNow(UnityEngine.Mesh,UnityEngine.Matrix4x4,System.Int32)">
			<summary>Draw a mesh immediately.</summary>
		</member>
		<member name="T:UnityEngine.NetworkLogLevel">
			<summary>Describes different levels of log information the network layer supports.</summary>
		</member>
		<member name="F:UnityEngine.UIVertex.uv">
			<summary>Vertex UV.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.verticalSlider">
			<summary>Style used by default for the background part of GUI.VerticalSlider controls.</summary>
		</member>
		<member name="M:UnityEngine.Rect.ToString()">
			<summary>Returns a nicely formatted string for this Rect.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.verticalSliderThumb">
			<summary>Style used by default for the thumb that is dragged in GUI.VerticalSlider controls.</summary>
		</member>
		<member name="T:UnityEngine.AssetBundleCreateRequest">
			<summary>Asynchronous create request for an AssetBundle.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawProcedural(UnityEngine.MeshTopology,System.Int32,System.Int32)">
			<summary>Draws a fully procedural geometry on the GPU.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.horizontalScrollbar">
			<summary>Style used by default for the background part of GUI.HorizontalScrollbar controls.</summary>
		</member>
		<member name="M:UnityEngine.Rect.ToString(System.String)">
			<summary>Returns a nicely formatted string for this Rect.</summary>
		</member>
		<member name="P:UnityEngine.AssetBundleCreateRequest.assetBundle">
			<summary>Asset object being loaded (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawProcedural(UnityEngine.MeshTopology,System.Int32)">
			<summary>Draws a fully procedural geometry on the GPU.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.Vibrate()">
			<summary>Triggers device vibration.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetSignature(System.Object[])">
			<summary>Creates the JNI signature string for particular object type.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.horizontalScrollbarThumb">
			<summary>Style used by default for the thumb that is dragged in GUI.HorizontalScrollbar controls.</summary>
		</member>
		<member name="T:UnityEngine.NetworkPlayer">
			<summary>The NetworkPlayer is a data structure with which you can locate another player over the network.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawProceduralIndirect(UnityEngine.MeshTopology,UnityEngine.ComputeBuffer,System.Int32)">
			<summary>Draws a fully procedural geometry on the GPU.</summary>
		</member>
		<member name="M:UnityEngine.Rect.Contains(UnityEngine.Vector2)">
			<summary>Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.horizontalScrollbarLeftButton">
			<summary>Style used by default for the left button on GUI.HorizontalScrollbar controls.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawProceduralIndirect(UnityEngine.MeshTopology,UnityEngine.ComputeBuffer)">
			<summary>Draws a fully procedural geometry on the GPU.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshHit.position">
			<summary>Position of hit.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.horizontalScrollbarRightButton">
			<summary>Style used by default for the right button on GUI.HorizontalScrollbar controls.</summary>
		</member>
		<member name="P:UnityEngine.NetworkPlayer.ipAddress">
			<summary>The IP address of this player.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshHit.normal">
			<summary>Normal at the point of hit.</summary>
		</member>
		<member name="T:UnityEngine.AssetBundleRequest">
			<summary>Asynchronous load request from an AssetBundle.</summary>
		</member>
		<member name="M:UnityEngine.Rect.Contains(UnityEngine.Vector3)">
			<summary>Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.verticalScrollbar">
			<summary>Style used by default for the background part of GUI.VerticalScrollbar controls.</summary>
		</member>
		<member name="P:UnityEngine.NetworkPlayer.port">
			<summary>The port of this player.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshHit.distance">
			<summary>Distance to the point of hit.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshHit.mask">
			<summary>Mask specifying NavMeshLayers at point of hit.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.ConvertFromJNIArray(System.IntPtr)">
			<summary>Creates a managed array from a Java array.</summary>
		</member>
		<member name="M:UnityEngine.Rect.Contains(UnityEngine.Vector3,System.Boolean)">
			<summary>Returns true if the x and y components of point is a point inside this rectangle. If allowInverse is present and true, the width and height of the Rect are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</summary>
		</member>
		<member name="P:UnityEngine.NetworkPlayer.guid">
			<summary>The GUID for this player, used when connecting with NAT punchthrough.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.verticalScrollbarThumb">
			<summary>Style used by default for the thumb that is dragged in GUI.VerticalScrollbar controls.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Vector3,UnityEngine.Quaternion,System.Int32)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="P:UnityEngine.NavMeshHit.hit">
			<summary>Flag set when hit.</summary>
		</member>
		<member name="M:UnityEngine.Rect.Overlaps(UnityEngine.Rect)">
			<summary>Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</summary>
		</member>
		<member name="P:UnityEngine.NetworkPlayer.externalIP">
			<summary>Returns the external IP address of the network interface.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetMethodID(System.IntPtr,System.String,System.Object[],System.Boolean)">
			<summary>Scans a particular Java class for a method matching a name and a signature.</summary>
		</member>
		<member name="P:UnityEngine.AssetBundleRequest.asset">
			<summary>Asset object being loaded (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Rect.Overlaps(UnityEngine.Rect,System.Boolean)">
			<summary>Returns true if the other rectangle overlaps this one. If allowInverse is present and true, the widths and heights of the Rects are allowed to take negative values (ie, the min value is greater than the max), and the test will still work.</summary>
		</member>
		<member name="P:UnityEngine.NetworkPlayer.externalPort">
			<summary>Returns the external port of the network interface.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetFieldID(System.IntPtr,System.String,System.Boolean)">
			<summary>Scans a particular Java class for a field matching a name and a signature.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawMesh(UnityEngine.Mesh,UnityEngine.Matrix4x4,System.Int32)">
			<summary>Draw a mesh.</summary>
		</member>
		<member name="M:UnityEngine.Rect.NormalizedToPoint(UnityEngine.Rect,UnityEngine.Vector2)">
			<summary>Returns a point inside a rectangle, given normalized coordinates.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.verticalScrollbarUpButton">
			<summary>Style used by default for the up button on GUI.VerticalScrollbar controls.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.AndroidJNIHelper.GetSignature(System.Object[])">
			<summary>Creates the JNI signature string for particular object type.</summary>
		</member>
		<member name="T:UnityEngine.ParticleSystem/Particle">
			<summary>(Legacy Particle system).</summary>
		</member>
		<member name="M:UnityEngine.Rect.PointToNormalized(UnityEngine.Rect,UnityEngine.Vector2)">
			<summary>Returns the normalized coordinates cooresponding the the point.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.SetActivityIndicatorStyle(UnityEngine.iOSActivityIndicatorStyle)">
			<summary>Sets the desired activity indicator style.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.verticalScrollbarDownButton">
			<summary>Style used by default for the down button on GUI.VerticalScrollbar controls.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Material)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Rect.GetHashCode()">
			<summary></summary>
		</member>
		<member name="P:UnityEngine.GUISkin.scrollView">
			<summary>Style used by default for the background of ScrollView controls (see GUI.BeginScrollView).</summary>
		</member>
		<member name="T:UnityEngine.AndroidJNI">
			<summary>'Raw' JNI interface to Android Dalvik (Java) VM from Mono (CS/JS).</summary>
		</member>
		<member name="M:UnityEngine.Handheld.SetActivityIndicatorStyle(UnityEngine.AndroidActivityIndicatorStyle)">
			<summary>Sets the desired activity indicator style.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.customStyles">
			<summary>Array of GUI styles for specific needs.</summary>
		</member>
		<member name="M:UnityEngine.Rect.Equals(System.Object)">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.GetActivityIndicatorStyle()">
			<summary>Gets the current activity indicator style.</summary>
		</member>
		<member name="P:UnityEngine.GUISkin.settings">
			<summary>Generic settings for how controls should behave with this skin.</summary>
		</member>
		<member name="T:UnityEngine.AndroidInput">
			<summary>AndroidInput provides support for off-screen touch input, such as a touchpad.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.StartActivityIndicator()">
			<summary>Starts os activity indicator.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Material)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Handheld.StopActivityIndicator()">
			<summary>Stops os activity indicator.</summary>
		</member>
		<member name="T:UnityEngine.Matrix4x4">
			<summary>A standard 4x4 transformation matrix.</summary>
		</member>
		<member name="M:UnityEngine.AndroidInput.GetSecondaryTouch(System.Int32)">
			<summary>Returns object representing status of a specific touch on a secondary touchpad (Does not allocate temporary variables).</summary>
		</member>
		<member name="T:UnityEngine.TouchScreenKeyboardType">
			<summary>Describes the type of keyboard.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.Rect,UnityEngine.Texture,UnityEngine.Rect,System.Int32,System.Int32,System.Int32,System.Int32,UnityEngine.Color,UnityEngine.Material)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.DrawTexture(UnityEngine.InternalDrawTextureArguments&)">
			<summary>Draw a texture in screen coordinates.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem/Particle.position">
			<summary>The position of the particle.</summary>
		</member>
		<member name="M:UnityEngine.NetworkPlayer.ToString()">
			<summary>Returns the index number for this network player.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem/Particle.velocity">
			<summary>The velocity of the particle.</summary>
		</member>
		<member name="T:UnityEngine.Motion">
			<summary>Base class for AnimationClips and BlendTrees.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem/Particle.size">
			<summary>The size of the particle.</summary>
		</member>
		<member name="M:UnityEngine.Motion.ValidateIfRetargetable(System.Boolean)">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.RenderTexture)">
			<summary>Copies source texture into destination render texture.</summary>
		</member>
		<member name="T:UnityEngine.NetworkViewID">
			<summary>The NetworkViewID is a unique identifier for a network view instance in a multiplayer game.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem/Particle.rotation">
			<summary>The rotation of the particle.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem/Particle.angularVelocity">
			<summary>The angular velocity of the particle.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.RenderTexture,UnityEngine.Material)">
			<summary>Copies source texture into destination render texture.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystem/Particle.color">
			<summary>The color of the particle.</summary>
		</member>
		<member name="P:UnityEngine.NetworkViewID.unassigned">
			<summary>Represents an invalid network view ID.</summary>
		</member>
		<member name="P:UnityEngine.Matrix4x4.inverse">
			<summary>The inverse of this matrix (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.RenderTexture,UnityEngine.Material,System.Int32)">
			<summary>Copies source texture into destination render texture.</summary>
		</member>
		<member name="P:UnityEngine.NetworkViewID.isMine">
			<summary>True if instantiated by me.</summary>
		</member>
		<member name="T:UnityEngine.SamsungTV">
			<summary>Interace into SamsungTV specific functionality.</summary>
		</member>
		<member name="P:UnityEngine.Matrix4x4.transpose">
			<summary>Returns the transpose of this matrix (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.Material)">
			<summary>Copies source texture into destination render texture.</summary>
		</member>
		<member name="P:UnityEngine.NetworkViewID.owner">
			<summary>The NetworkPlayer who owns the NetworkView. Could be the server.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.Blit(UnityEngine.Texture,UnityEngine.Material,System.Int32)">
			<summary>Copies source texture into destination render texture.</summary>
		</member>
		<member name="P:UnityEngine.Matrix4x4.isIdentity">
			<summary>Is this the identity matrix?</summary>
		</member>
		<member name="M:UnityEngine.Graphics.BlitMultiTap(UnityEngine.Texture,UnityEngine.RenderTexture,UnityEngine.Material,UnityEngine.Vector2[])">
			<summary>Copies source texture into destination, for multi-tap shader.</summary>
		</member>
		<member name="P:UnityEngine.Matrix4x4.zero">
			<summary>Returns a matrix with all elements set to zero (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.AndroidJavaRunnable">
			<summary>AndroidJavaRunnable is the Unity representation of a java.lang.Runnable object.</summary>
		</member>
		<member name="P:UnityEngine.Matrix4x4.identity">
			<summary>Returns the identity matrix (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTexture)">
			<summary>Sets current render target.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTexture,System.Int32)">
			<summary>Sets current render target.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderTexture,System.Int32,UnityEngine.CubemapFace)">
			<summary>Sets current render target.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderBuffer,UnityEngine.RenderBuffer)">
			<summary>Sets current render target.</summary>
		</member>
		<member name="M:UnityEngine.NetworkViewID.ToString()">
			<summary>Returns a formatted string with details on this NetworkViewID.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRenderTarget(UnityEngine.RenderBuffer[],UnityEngine.RenderBuffer)">
			<summary>Sets current render target.</summary>
		</member>
		<member name="T:UnityEngine.Ping">
			<summary>Ping any given IP address (given in dot notation).</summary>
		</member>
		<member name="M:UnityEngine.GUISkin.GetStyle(System.String)">
			<summary>Get a named GUIStyle.</summary>
		</member>
		<member name="P:UnityEngine.Ping.isDone">
			<summary>Has the ping function completed?</summary>
		</member>
		<member name="M:UnityEngine.GUISkin.FindStyle(System.String)">
			<summary>Try to search for a GUIStyle. This functions returns NULL and does not give an error.</summary>
		</member>
		<member name="T:UnityEngine.ParticleSystemRenderer">
			<summary>Renders particles on to the screen (Shuriken).</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRandomWriteTarget(System.Int32,UnityEngine.RenderTexture)">
			<summary>Set random write target for DX11 pixel shaders.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.SetRandomWriteTarget(System.Int32,UnityEngine.ComputeBuffer)">
			<summary>Set random write target for DX11 pixel shaders.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystemRenderer.renderMode">
			<summary>How particles are drawn.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.GetColumn(System.Int32)">
			<summary>Get a column of the matrix.</summary>
		</member>
		<member name="M:UnityEngine.Graphics.ClearRandomWriteTargets()">
			<summary>Clear random write targets for DX11 pixel shaders.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.GetRow(System.Int32)">
			<summary>Returns a row of the matrix.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystemRenderer.lengthScale">
			<summary>How much are the particles stretched in their direction of motion.</summary>
		</member>
		<member name="P:UnityEngine.Ping.time">
			<summary>This property contains the ping time result after isDone returns true.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.SetColumn(System.Int32,UnityEngine.Vector4)">
			<summary>Sets a column of the matrix.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystemRenderer.velocityScale">
			<summary>How much are the particles strectched depending on "how fast they move".</summary>
		</member>
		<member name="P:UnityEngine.Ping.ip">
			<summary>The IP target of the ping.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.SetRow(System.Int32,UnityEngine.Vector4)">
			<summary>Sets a row of the matrix.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystemRenderer.cameraVelocityScale">
			<summary>How much are the particles strected depending on the Camera's speed.</summary>
		</member>
		<member name="T:UnityEngine.Resolution">
			<summary>Represents a display resolution.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.MultiplyPoint(UnityEngine.Vector3)">
			<summary>Transforms a position by this matrix (generic).</summary>
		</member>
		<member name="T:UnityEngine.GUIContent">
			<summary>The contents of a GUI element.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystemRenderer.maxParticleSize">
			<summary>Clamp the maximum particle size.</summary>
		</member>
		<member name="T:UnityEngine.NetworkView">
			<summary>The network view is the binding material of multiplayer games.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.MultiplyPoint3x4(UnityEngine.Vector3)">
			<summary>Transforms a position by this matrix (fast).</summary>
		</member>
		<member name="P:UnityEngine.Resolution.width">
			<summary>Resolution width in pixels.</summary>
		</member>
		<member name="P:UnityEngine.ParticleSystemRenderer.mesh">
			<summary>Mesh used as particle instead of billboarded texture.</summary>
		</member>
		<member name="P:UnityEngine.NetworkView.observed">
			<summary>The component the network view is observing.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.MultiplyVector(UnityEngine.Vector3)">
			<summary>Transforms a direction by this matrix.</summary>
		</member>
		<member name="P:UnityEngine.NetworkView.stateSynchronization">
			<summary>The type of NetworkStateSynchronization set for this network view.</summary>
		</member>
		<member name="P:UnityEngine.Resolution.height">
			<summary>Resolution height in pixels.</summary>
		</member>
		<member name="F:UnityEngine.GUIContent.none">
			<summary>Shorthand for empty content.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.Scale(UnityEngine.Vector3)">
			<summary>Creates a scaling matrix.</summary>
		</member>
		<member name="P:UnityEngine.NetworkView.viewID">
			<summary>The ViewID of this network view.</summary>
		</member>
		<member name="P:UnityEngine.Resolution.refreshRate">
			<summary>Resolution's vertical refresh rate in Hz.</summary>
		</member>
		<member name="P:UnityEngine.NetworkView.group">
			<summary>The network group number of this network view.</summary>
		</member>
		<member name="P:UnityEngine.NetworkView.isMine">
			<summary>Is the network view controlled by this object?</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.SetTRS(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
			<summary>Sets this matrix to a translation, rotation and scaling matrix.</summary>
		</member>
		<member name="P:UnityEngine.GUIContent.text">
			<summary>The text contained.</summary>
		</member>
		<member name="T:UnityEngine.LightmapData">
			<summary>Data of a lightmap.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.TRS(UnityEngine.Vector3,UnityEngine.Quaternion,UnityEngine.Vector3)">
			<summary>Creates a translation, rotation and scaling matrix.</summary>
		</member>
		<member name="P:UnityEngine.NetworkView.owner">
			<summary>The NetworkPlayer who owns this network view.</summary>
		</member>
		<member name="P:UnityEngine.GUIContent.image">
			<summary>The icon image contained.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.ToString()">
			<summary>Returns a nicely formatted string for this matrix.</summary>
		</member>
		<member name="P:UnityEngine.GUIContent.tooltip">
			<summary>The tooltip of this element.</summary>
		</member>
		<member name="M:UnityEngine.NetworkView.RPC(System.String,UnityEngine.RPCMode,System.Object[])">
			<summary>Call a RPC function on all connected peers.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.ToString(System.String)">
			<summary>Returns a nicely formatted string for this matrix.</summary>
		</member>
		<member name="M:UnityEngine.NetworkView.RPC(System.String,UnityEngine.NetworkPlayer,System.Object[])">
			<summary>Call a RPC function on all connected peers.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.Ortho(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
			<summary>Creates an orthogonal projection matrix.</summary>
		</member>
		<member name="T:UnityEngine.TextAsset">
			<summary>Text file assets.</summary>
		</member>
		<member name="M:UnityEngine.Matrix4x4.Perspective(System.Single,System.Single,System.Single,System.Single)">
			<summary>Creates a perspective projection matrix.</summary>
		</member>
		<member name="P:UnityEngine.TextAsset.text">
			<summary>The text contents of the .txt file as a string. (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.TextAsset.bytes">
			<summary>The raw bytes of the text asset. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.TextAsset.ToString()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.NetworkView.SetScope(UnityEngine.NetworkPlayer,System.Boolean)">
			<summary>Set the scope of the network view in relation to a specific network player.</summary>
		</member>
		<member name="T:UnityEngine.SerializeField">
			<summary>Force Unity to serialize a private field.</summary>
		</member>
		<member name="P:UnityEngine.LightmapData.lightmapFar">
			<summary>Lightmap storing the full incoming light.</summary>
		</member>
		<member name="M:UnityEngine.NetworkView.Find(UnityEngine.NetworkViewID)">
			<summary>Find a network view based on a NetworkViewID.</summary>
		</member>
		<member name="T:UnityEngine.ISerializationCallbackReceiver">
			<summary>Interface to receive callbacks upon serialization and deserialization.</summary>
		</member>
		<member name="T:UnityEngine.Network">
			<summary>The network class is at the heart of the network implementation and provides the core functions.</summary>
		</member>
		<member name="P:UnityEngine.LightmapData.lightmapNear">
			<summary>Lightmap storing only the indirect incoming light.</summary>
		</member>
		<member name="T:UnityEngine.GUIStyleState">
			<summary>Specialized values for the given states used by GUIStyle objects.</summary>
		</member>
		<member name="M:UnityEngine.ISerializationCallbackReceiver.OnBeforeSerialize()">
			<summary>Implement this method to receive a callback after unity serialized your object.</summary>
		</member>
		<member name="T:UnityEngine.Bounds">
			<summary>Represents an axis aligned bounding box.</summary>
		</member>
		<member name="M:UnityEngine.ISerializationCallbackReceiver.OnAfterDeserialize()">
			<summary>See ISerializationCallbackReceiver.OnBeforeSerialize for documentation on how to use this method.</summary>
		</member>
		<member name="T:UnityEngine.BitStream">
			<summary>The BitStream class represents seralized variables, packed into a stream.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyleState.background">
			<summary>The background image used by GUI elements in this given state.</summary>
		</member>
		<member name="T:UnityEngine.Shader">
			<summary>Shader scripts used for all rendering.</summary>
		</member>
		<member name="P:UnityEngine.GUIStyleState.textColor">
			<summary>The text color used by GUI elements in this state.</summary>
		</member>
		<member name="P:UnityEngine.BitStream.isReading">
			<summary>Is the BitStream currently being read? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Bounds.center">
			<summary>The center of the bounding box.</summary>
		</member>
		<member name="T:UnityEngine.Material">
			<summary>The material class.</summary>
		</member>
		<member name="P:UnityEngine.BitStream.isWriting">
			<summary>Is the BitStream currently being written? (Read Only)</summary>
		</member>
		<member name="P:UnityEngine.Bounds.size">
			<summary>The total size of the box. This is always twice as large as the extents.</summary>
		</member>
		<member name="P:UnityEngine.Material.shader">
			<summary>The shader used by the material.</summary>
		</member>
		<member name="P:UnityEngine.Bounds.extents">
			<summary>The extents of the box. This is always half of the size.</summary>
		</member>
		<member name="P:UnityEngine.Bounds.min">
			<summary>The minimal point of the box. This is always equal to center-extents.</summary>
		</member>
		<member name="P:UnityEngine.Material.color">
			<summary>The main material's color.</summary>
		</member>
		<member name="P:UnityEngine.Bounds.max">
			<summary>The maximal point of the box. This is always equal to center+extents.</summary>
		</member>
		<member name="P:UnityEngine.Material.mainTexture">
			<summary>The material's texture.</summary>
		</member>
		<member name="P:UnityEngine.Material.mainTextureOffset">
			<summary>The texture offset of the main texture.</summary>
		</member>
		<member name="P:UnityEngine.Material.mainTextureScale">
			<summary>The texture scale of the main texture.</summary>
		</member>
		<member name="P:UnityEngine.Material.passCount">
			<summary>How many passes are in this material (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.Material.renderQueue">
			<summary>Render queue of this material.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.Boolean&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="P:UnityEngine.Material.shaderKeywords">
			<summary>Additional shader keywords set by this material.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.Char&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.SetMinMax(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Sets the bounds to the min and max value of the box.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.Int16&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.Encapsulate(UnityEngine.Vector3)">
			<summary>Grows the Bounds to include the point.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.Encapsulate(UnityEngine.Bounds)">
			<summary>Grows the Bounds to include the point.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.Int32&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="T:UnityEngine.RectOffset">
			<summary>Offsets for rectangles, borders, etc.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.Expand(System.Single)">
			<summary>Expand the bounds by increasing its size by amount along each side.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.Expand(UnityEngine.Vector3)">
			<summary>Expand the bounds by increasing its size by amount along each side.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.Single&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.Intersects(UnityEngine.Bounds)">
			<summary>Does another bounding box intersect with this bounding box?</summary>
		</member>
		<member name="P:UnityEngine.RectOffset.left">
			<summary>Left edge size.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.Single&,System.Single)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="P:UnityEngine.RectOffset.right">
			<summary>Right edge size.</summary>
		</member>
		<member name="P:UnityEngine.RectOffset.top">
			<summary>Top edge size.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.Contains(UnityEngine.Vector3)">
			<summary>Is point contained in the bounding box?</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.Quaternion&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="P:UnityEngine.RectOffset.bottom">
			<summary>Bottom edge size.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetColor(System.String,UnityEngine.Color)">
			<summary>Set a named color value.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.Quaternion&,System.Single)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="P:UnityEngine.RectOffset.horizontal">
			<summary>Shortcut for left + right. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.Bounds.SqrDistance(UnityEngine.Vector3)">
			<summary>The smallest squared distance between the point and this bounding box.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetColor(System.Int32,UnityEngine.Color)">
			<summary>Set a named color value.</summary>
		</member>
		<member name="P:UnityEngine.RectOffset.vertical">
			<summary>Shortcut for top + bottom. (Read Only)</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.Vector3&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.Vector3&,System.Single)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetColor(System.String)">
			<summary>Get a named color value.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.NetworkPlayer&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetColor(System.Int32)">
			<summary>Get a named color value.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetVector(System.String,UnityEngine.Vector4)">
			<summary>Set a named vector value.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(UnityEngine.NetworkViewID&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetVector(System.Int32,UnityEngine.Vector4)">
			<summary>Set a named vector value.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetVector(System.String)">
			<summary>Get a named vector value.</summary>
		</member>
		<member name="M:UnityEngine.BitStream.Serialize(System.String&)">
			<summary>Serializes different types of variables.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetVector(System.Int32)">
			<summary>Get a named vector value.</summary>
		</member>
		<member name="T:UnityEngine.RPC">
			<summary>Attribute for setting up RPC functions.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetTexture(System.String,UnityEngine.Texture)">
			<summary>Set a named texture.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.IntersectRay(UnityEngine.Ray)">
			<summary>Does ray intersect this bounding box?</summary>
		</member>
		<member name="M:UnityEngine.Material.SetTexture(System.Int32,UnityEngine.Texture)">
			<summary>Set a named texture.</summary>
		</member>
		<member name="T:UnityEngine.HostData">
			<summary>This is the data structure for holding individual host information.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetTexture(System.String)">
			<summary>Get a named texture.</summary>
		</member>
		<member name="M:UnityEngine.RectOffset.Add(UnityEngine.Rect)">
			<summary>Add the border offsets to a rect.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetTexture(System.Int32)">
			<summary>Get a named texture.</summary>
		</member>
		<member name="M:UnityEngine.Bounds.IntersectRay(UnityEngine.Ray,System.Single&)">
			<summary>Does ray intersect this bounding box?</summary>
		</member>
		<member name="M:UnityEngine.RectOffset.Remove(UnityEngine.Rect)">
			<summary>Remove the border offsets from a rect.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetTextureOffset(System.String,UnityEngine.Vector2)">
			<summary>Sets the placement offset of texture propertyName.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetTextureOffset(System.String)">
			<summary>Gets the placement offset of texture propertyName.</summary>
		</member>
		<member name="M:UnityEngine.RectOffset.ToString()">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.Vector4">
			<summary>Representation of four-dimensional vectors.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetTextureScale(System.String,UnityEngine.Vector2)">
			<summary>Sets the placement scale of texture propertyName.</summary>
		</member>
		<member name="T:UnityEngine.FontStyle">
			<summary>Font Style applied to GUI Texts, Text Meshes or GUIStyles.</summary>
		</member>
		<member name="F:UnityEngine.Vector4.x">
			<summary>X component of the vector.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetTextureScale(System.String)">
			<summary>Gets the placement scale of texture propertyName.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetMatrix(System.String,UnityEngine.Matrix4x4)">
			<summary>Set a named matrix for the shader.</summary>
		</member>
		<member name="F:UnityEngine.Vector4.y">
			<summary>Y component of the vector.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetMatrix(System.Int32,UnityEngine.Matrix4x4)">
			<summary>Set a named matrix for the shader.</summary>
		</member>
		<member name="F:UnityEngine.Vector4.z">
			<summary>Z component of the vector.</summary>
		</member>
		<member name="F:UnityEngine.Vector4.w">
			<summary>W component of the vector.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetMatrix(System.String)">
			<summary>Get a named matrix value from the shader.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetMatrix(System.Int32)">
			<summary>Get a named matrix value from the shader.</summary>
		</member>
		<member name="P:UnityEngine.HostData.useNat">
			<summary>Does this server require NAT punchthrough?</summary>
		</member>
		<member name="M:UnityEngine.Material.SetFloat(System.String,System.Single)">
			<summary>Set a named float value.</summary>
		</member>
		<member name="P:UnityEngine.HostData.gameType">
			<summary>The type of the game (like "MyUniqueGameType").</summary>
		</member>
		<member name="M:UnityEngine.Material.SetFloat(System.Int32,System.Single)">
			<summary>Set a named float value.</summary>
		</member>
		<member name="P:UnityEngine.HostData.gameName">
			<summary>The name of the game (like John Doe's Game).</summary>
		</member>
		<member name="M:UnityEngine.Material.GetFloat(System.String)">
			<summary>Get a named float value.</summary>
		</member>
		<member name="P:UnityEngine.HostData.connectedPlayers">
			<summary>Currently connected players.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetFloat(System.Int32)">
			<summary>Get a named float value.</summary>
		</member>
		<member name="P:UnityEngine.HostData.playerLimit">
			<summary>Maximum players limit.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetInt(System.String,System.Int32)">
			<summary>Set a named integer value.</summary>
		</member>
		<member name="P:UnityEngine.HostData.ip">
			<summary>Server IP address.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetInt(System.Int32,System.Int32)">
			<summary>Set a named integer value.</summary>
		</member>
		<member name="P:UnityEngine.HostData.port">
			<summary>Server port.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetInt(System.String)">
			<summary>Get a named integer value.</summary>
		</member>
		<member name="P:UnityEngine.HostData.passwordProtected">
			<summary>Does the server require a password?</summary>
		</member>
		<member name="M:UnityEngine.Material.GetInt(System.Int32)">
			<summary>Get a named integer value.</summary>
		</member>
		<member name="P:UnityEngine.HostData.comment">
			<summary>A miscellaneous comment (can hold data).</summary>
		</member>
		<member name="M:UnityEngine.Material.SetBuffer(System.String,UnityEngine.ComputeBuffer)">
			<summary>Set a ComputeBuffer value.</summary>
		</member>
		<member name="P:UnityEngine.HostData.guid">
			<summary>The GUID of the host, needed when connecting with NAT punchthrough.</summary>
		</member>
		<member name="M:UnityEngine.Material.HasProperty(System.String)">
			<summary>Checks if material's shader has a property of a given name.</summary>
		</member>
		<member name="M:UnityEngine.Material.HasProperty(System.Int32)">
			<summary>Checks if material's shader has a property of a given name.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetTag(System.String,System.Boolean,System.String)">
			<summary>Get the value of material's shader tag.</summary>
		</member>
		<member name="M:UnityEngine.Material.GetTag(System.String,System.Boolean)">
			<summary>Get the value of material's shader tag.</summary>
		</member>
		<member name="M:UnityEngine.Material.Lerp(UnityEngine.Material,UnityEngine.Material,System.Single)">
			<summary>Interpolate properties between two materials.</summary>
		</member>
		<member name="M:UnityEngine.Material.SetPass(System.Int32)">
			<summary>Activate the given pass for rendering.</summary>
		</member>
		<member name="P:UnityEngine.Vector4.normalized">
			<summary>Returns this vector with a magnitude of 1 (Read Only).</summary>
		</member>
		<member name="T:UnityEngine.MasterServer">
			<summary>The Master Server is used to make matchmaking between servers and clients easy.</summary>
		</member>
		<member name="P:UnityEngine.Vector4.magnitude">
			<summary>Returns the length of this vector (Read Only).</summary>
		</member>
		<member name="P:UnityEngine.MasterServer.ipAddress">
			<summary>The IP address of the master server.</summary>
		</member>
		<member name="P:UnityEngine.Vector4.sqrMagnitude">
			<summary>Returns the squared length of this vector (Read Only).</summary>
		</member>
		<member name="M:UnityEngine.Material.CopyPropertiesFromMaterial(UnityEngine.Material)">
			<summary>Copy properties from other material into this material.</summary>
		</member>
		<member name="P:UnityEngine.MasterServer.port">
			<summary>The connection port of the master server.</summary>
		</member>
		<member name="P:UnityEngine.Vector4.zero">
			<summary>Shorthand for writing Vector4(0,0,0,0).</summary>
		</member>
		<member name="M:UnityEngine.Material.EnableKeyword(System.String)">
			<summary>Set a shader keyword that is enabled by this material.</summary>
		</member>
		<member name="P:UnityEngine.MasterServer.updateRate">
			<summary>Set the minimum update rate for master server host information update.</summary>
		</member>
		<member name="P:UnityEngine.Vector4.one">
			<summary>Shorthand for writing Vector4(1,1,1,1).</summary>
		</member>
		<member name="M:UnityEngine.Material.DisableKeyword(System.String)">
			<summary>Unset a shader keyword.</summary>
		</member>
		<member name="P:UnityEngine.MasterServer.dedicatedServer">
			<summary>Report this machine as a dedicated server.</summary>
		</member>
		<member name="T:UnityEngine.ProceduralProcessorUsage">
			<summary>The global Substance engine processor usage (as used for the ProceduralMaterial.substanceProcessorUsage property).</summary>
		</member>
		<member name="M:UnityEngine.MasterServer.RequestHostList(System.String)">
			<summary>Request a host list from the master server.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Set(System.Single,System.Single,System.Single,System.Single)">
			<summary>Set x, y, z and w components of an existing Vector4.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Lerp(UnityEngine.Vector4,UnityEngine.Vector4,System.Single)">
			<summary>Linearly interpolates between two vectors.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.MoveTowards(UnityEngine.Vector4,UnityEngine.Vector4,System.Single)">
			<summary>Moves a point current towards target.</summary>
		</member>
		<member name="T:UnityEngine.ProceduralCacheSize">
			<summary>Substance memory budget.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Scale(UnityEngine.Vector4,UnityEngine.Vector4)">
			<summary>Multiplies two vectors component-wise.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Scale(UnityEngine.Vector4)">
			<summary>Multiplies two vectors component-wise.</summary>
		</member>
		<member name="T:UnityEngine.ProceduralLoadingBehavior">
			<summary>ProceduralMaterial loading behavior.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Normalize(UnityEngine.Vector4)">
			<summary>Makes this vector have a magnitude of 1.</summary>
		</member>
		<member name="M:UnityEngine.MasterServer.PollHostList()">
			<summary>Check for the latest host list received by using MasterServer.RequestHostList.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Normalize()">
			<summary>Makes this vector have a magnitude of 1.</summary>
		</member>
		<member name="M:UnityEngine.MasterServer.RegisterHost(System.String,System.String,System.String)">
			<summary>Register this server on the master server.</summary>
		</member>
		<member name="M:UnityEngine.MasterServer.RegisterHost(System.String,System.String)">
			<summary>Register this server on the master server.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.ToString()">
			<summary>Returns a nicely formatted string for this vector.</summary>
		</member>
		<member name="M:UnityEngine.MasterServer.UnregisterHost()">
			<summary>Unregister this server from the master server.</summary>
		</member>
		<member name="T:UnityEngine.ProceduralPropertyType">
			<summary>The type of a ProceduralProperty.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.ToString(System.String)">
			<summary>Returns a nicely formatted string for this vector.</summary>
		</member>
		<member name="M:UnityEngine.MasterServer.ClearHostList()">
			<summary>Clear the host list which was received by MasterServer.PollHostList.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Dot(UnityEngine.Vector4,UnityEngine.Vector4)">
			<summary>Dot Product of two vectors.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Project(UnityEngine.Vector4,UnityEngine.Vector4)">
			<summary>Projects a vector onto another vector.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Distance(UnityEngine.Vector4,UnityEngine.Vector4)">
			<summary>Returns the distance between a and b.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Min(UnityEngine.Vector4,UnityEngine.Vector4)">
			<summary>Returns a vector that is made from the smallest components of two vectors.</summary>
		</member>
		<member name="M:UnityEngine.Vector4.Max(UnityEngine.Vector4,UnityEngine.Vector4)">
			<summary>Returns a vector that is made from the largest components of two vectors.</summary>
		</member>
		<member name="T:UnityEngine.NetworkMessageInfo">
			<summary>This data structure contains information on a message just received from the network.</summary>
		</member>
		<member name="P:UnityEngine.NetworkMessageInfo.timestamp">
			<summary>The time stamp when the Message was sent in seconds.</summary>
		</member>
		<member name="P:UnityEngine.NetworkMessageInfo.sender">
			<summary>The player who sent this network message (owner).</summary>
		</member>
		<member name="P:UnityEngine.NetworkMessageInfo.networkView">
			<summary>The NetworkView who sent this message.</summary>
		</member>
		<member name="T:UnityEngine.Ray">
			<summary>Representation of rays.</summary>
		</member>
		<member name="T:UnityEngine.ParticleSystemRenderMode">
			<summary>The rendering mode for particle systems (Shuriken).</summary>
		</member>
		<member name="P:UnityEngine.Ray.origin">
			<summary>The origin point of the ray.</summary>
		</member>
		<member name="P:UnityEngine.Ray.direction">
			<summary>The direction of the ray.</summary>
		</member>
		<member name="T:UnityEngine.ParticleSystemSimulationSpace">
			<summary>The space to simulate particles in.</summary>
		</member>
		<member name="T:UnityEngine.ParticleSystem">
			<summary>Script interface for particle systems (Shuriken).</summary>
		</member>
		<member name="M:UnityEngine.Ray.GetPoint(System.Single)">
			<summary>Returns a point at distance units along the ray.</summary>
		</member>
		<member name="M:UnityEngine.Ray.ToString()">
			<summary>Returns a nicely formatted string for this ray.</summary>
		</member>
		<member name="M:UnityEngine.Ray.ToString(System.String)">
			<summary>Returns a nicely formatted string for this ray.</summary>
		</member>
		<member name="T:UnityEngine.Ray2D">
			<summary>A ray in 2D space.</summary>
		</member>
		<member name="P:UnityEngine.Ray2D.origin">
			<summary>The starting point of the ray in world space.</summary>
		</member>
		<member name="P:UnityEngine.Ray2D.direction">
			<summary>The direction of the ray in world space.</summary>
		</member>
		<member name="M:UnityEngine.Ray2D.GetPoint(System.Single)">
			<summary>Get a point that lies a given distance along a ray.</summary>
		</member>
		<member name="M:UnityEngine.Ray2D.ToString()">
			<summary></summary>
		</member>
		<member name="M:UnityEngine.Ray2D.ToString(System.String)">
			<summary></summary>
		</member>
		<member name="T:UnityEngine.Plane">
			<summary>Representation of a plane in 3D space.</summary>
		</member>
		<member name="P:UnityEngine.Plane.normal">
			<summary>Normal vector of the plane.</summary>
		</member>
		<member name="P:UnityEngine.Plane.distance">
			<summary>Distance from the origin to the plane.</summary>
		</member>
		<member name="M:UnityEngine.Plane.SetNormalAndPosition(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Sets a plane using a point that lies within it along with a normal to orient it.</summary>
		</member>
		<member name="M:UnityEngine.Plane.Set3Points(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Sets a plane using three points that lie within it.  The points go around clockwise as you look down on the top surface of the plane.</summary>
		</member>
		<member name="M:UnityEngine.Plane.GetDistanceToPoint(UnityEngine.Vector3)">
			<summary>Returns a signed distance from plane to point.</summary>
		</member>
		<member name="M:UnityEngine.Plane.GetSide(UnityEngine.Vector3)">
			<summary>Is a point on the positive side of the plane?</summary>
		</member>
		<member name="M:UnityEngine.Plane.SameSide(UnityEngine.Vector3,UnityEngine.Vector3)">
			<summary>Are two points on the same side of the plane?</summary>
		</member>
		<member name="M:UnityEngine.Plane.Raycast(UnityEngine.Ray,System.Single&)">
			<summary>Intersects a ray with the plane.</summary>
		</member>
		<member name="T:UnityEngine.Mathf">
			<summary>A collection of common math functions.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Sin(System.Single)">
			<summary>Returns the sine of angle f in radians.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Cos(System.Single)">
			<summary>Returns the cosine of angle f in radians.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Tan(System.Single)">
			<summary>Returns the tangent of angle f in radians.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Asin(System.Single)">
			<summary>Returns the arc-sine of f - the angle in radians whose sine is f.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Acos(System.Single)">
			<summary>Returns the arc-cosine of f - the angle in radians whose cosine is f.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Atan(System.Single)">
			<summary>Returns the arc-tangent of f - the angle in radians whose tangent is f.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Atan2(System.Single,System.Single)">
			<summary>Returns the angle in radians whose Tan is y/x.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Sqrt(System.Single)">
			<summary>Returns square root of f.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Abs(System.Single)">
			<summary>Returns the absolute value of f.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Abs(System.Int32)">
			<summary>Returns the absolute value of f.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Min(System.Single,System.Single)">
			<summary>Returns the smallest of two or more values.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Min(System.Single[])">
			<summary>Returns the smallest of two or more values.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Min(System.Int32,System.Int32)">
			<summary>Returns the smallest of two or more values.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Min(System.Int32[])">
			<summary>Returns the smallest of two or more values.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Max(System.Single,System.Single)">
			<summary>Returns largest of two or more values.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Max(System.Single[])">
			<summary>Returns largest of two or more values.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Max(System.Int32,System.Int32)">
			<summary>Returns largest of two or more values.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Max(System.Int32[])">
			<summary>Returns largest of two or more values.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Pow(System.Single,System.Single)">
			<summary>Returns f raised to power p.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Exp(System.Single)">
			<summary>Returns e raised to the specified power.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Log(System.Single,System.Single)">
			<summary>Returns the logarithm of a specified number in a specified base.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Log(System.Single)">
			<summary>Returns the logarithm of a specified number in a specified base.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Log10(System.Single)">
			<summary>Returns the base 10 logarithm of a specified number.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Ceil(System.Single)">
			<summary>Returns the smallest integer greater to or equal to f.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Floor(System.Single)">
			<summary>Returns the largest integer smaller to or equal to f.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Round(System.Single)">
			<summary>Returns f rounded to the nearest integer.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.CeilToInt(System.Single)">
			<summary>Returns the smallest integer greater to or equal to f.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.FloorToInt(System.Single)">
			<summary>Returns the largest integer smaller to or equal to f.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.RoundToInt(System.Single)">
			<summary>Returns f rounded to the nearest integer.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Sign(System.Single)">
			<summary>Returns the sign of f.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Clamp(System.Single,System.Single,System.Single)">
			<summary>Clamps a value between a minimum float and maximum float value.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Clamp(System.Int32,System.Int32,System.Int32)">
			<summary>Clamps a value between a minimum float and maximum float value.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Clamp01(System.Single)">
			<summary>Clamps value between 0 and 1 and returns value.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Lerp(System.Single,System.Single,System.Single)">
			<summary>Interpolates between a and b by t. t is clamped between 0 and 1.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.LerpAngle(System.Single,System.Single,System.Single)">
			<summary>Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.MoveTowards(System.Single,System.Single,System.Single)">
			<summary>Moves a value current towards target.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.MoveTowardsAngle(System.Single,System.Single,System.Single)">
			<summary>Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothStep(System.Single,System.Single,System.Single)">
			<summary>Interpolates between min and max with smoothing at the limits.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Approximately(System.Single,System.Single)">
			<summary>Compares two floating point values if they are similar.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothDamp(System.Single,System.Single,System.Single&,System.Single,System.Single)">
			<summary>Gradually changes a value towards a desired goal over time.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothDamp(System.Single,System.Single,System.Single&,System.Single)">
			<summary>Gradually changes a value towards a desired goal over time.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothDamp(System.Single,System.Single,System.Single&,System.Single,System.Single,System.Single)">
			<summary>Gradually changes a value towards a desired goal over time.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothDampAngle(System.Single,System.Single,System.Single&,System.Single,System.Single)">
			<summary>Gradually changes an angle given in degrees towards a desired goal angle over time.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothDampAngle(System.Single,System.Single,System.Single&,System.Single)">
			<summary>Gradually changes an angle given in degrees towards a desired goal angle over time.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.SmoothDampAngle(System.Single,System.Single,System.Single&,System.Single,System.Single,System.Single)">
			<summary>Gradually changes an angle given in degrees towards a desired goal angle over time.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.Repeat(System.Single,System.Single)">
			<summary>Loops the value t, so that it is never larger than length and never smaller than 0.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.PingPong(System.Single,System.Single)">
			<summary>PingPongs the value t, so that it is never larger than length and never smaller than 0.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.InverseLerp(System.Single,System.Single,System.Single)">
			<summary>Calculates the Lerp parameter between of two values.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.ClosestPowerOfTwo(System.Int32)">
			<summary>Returns the closest power of two value.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.GammaToLinearSpace(System.Single)">
			<summary>Converts the given value from gamma to linear color space.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.LinearToGammaSpace(System.Single)">
			<summary>Converts the given value from linear to gamma color space.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.IsPowerOfTwo(System.Int32)">
			<summary>Returns true if the value is power of two.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.NextPowerOfTwo(System.Int32)">
			<summary>Returns the next power of two value.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.DeltaAngle(System.Single,System.Single)">
			<summary>Calculates the shortest difference between two given angles.</summary>
		</member>
		<member name="M:UnityEngine.Mathf.PerlinNoise(System.Single,System.Single)">
			<summary>Generate 2D Perlin noise.</summary>
		</member>
		<member name="T:UnityEngine.RPCMode">
			<summary>Option for who will receive an RPC, used by NetworkView.RPC.</summary>
		</member>
		<member name="T:UnityEngine.ConnectionTesterStatus">
			<summary>The various test results the connection tester may return with.</summary>
		</member>
		<member name="T:UnityEngine.NetworkConnectionError">
			<summary>Possible status messages returned by Network.Connect and in OnFailedToConnect in case the error was not immediate.</summary>
		</member>
		<member name="T:UnityEngine.NetworkDisconnection">
			<summary>The reason a disconnect event occured, like in OnDisconnectedFromServer.</summary>
		</member>
		<member name="T:UnityEngine.MasterServerEvent">
			<summary>Describes status messages from the master server as returned in OnMasterServerEvent.</summary>
		</member>
	</members>
</doc>
